;==========================================================================
;コマンド関連ファイル
;==========================================================================
;プレイヤー操作の場合、「Trigger1 = 1;AI即起動スイッチ」で検索
;「Trigger1 = 1;AI即起動スイッチ」を
;「Trigger1 = 0;AI即起動スイッチ」に切り替えをお願いします。
; スーパーヒーロー『サイモン』のコマンドファイルです。
;------------------------------------------------------------------------------
;キーコンフィング
[Remap]
x = x ;Xボタンの入力判定を実際に押すボタンに割り当てる。
y = y ;Yボタン 〃
z = z ;Zボタン 〃
a = a ;Aボタン 〃
b = b ;Bボタン 〃
c = c ;Cボタン 〃
s = s ;スタートボタン 〃
;------------------------------------------------------------------------------
; デフォルト設定
[Defaults]
command.time = 15 ;標準のコマンド入力受付時間。
;各コマンドで省略している場合に有効。
;このパラメータを消した場合、デフォルトは1フレームになる。
;( M.U.G.E.Nでの1フレーム = 1/60秒 )
command.buffer.time = 1 ;標準のコマンド入力記憶時間。
;入力した直後にコマンドを記憶し、
;指を離してもコマンドが成功している状態を
;ここで設定した時間の分維持する。
;1〜30フレームまでの間で設定可能。
;デフォルトは1フレーム。
;------------------------------------------------------------------------------
; デフォルト設定
[Defaults]
command.time = 15 ;標準のコマンド入力受付時間。
;各コマンドで省略している場合に有効。
;このパラメータを消した場合、デフォルトは1フレームになる。
;( M.U.G.E.Nでの1フレーム = 1/60秒 )
command.buffer.time = 1 ;標準のコマンド入力記憶時間。
;入力した直後にコマンドを記憶し、
;指を離してもコマンドが成功している状態を
;ここで設定した時間の分維持する。
;1〜30フレームまでの間で設定可能。
;デフォルトは1フレーム。
;------------------------------------------------------------------------------
; コマンド設定
;-| 超必殺技 |-----------------------------------------------------------------
[Command]
name = "ヒーローショウ"
command = ~D, DB, B, b+y
time = 20
[Command]
name = "スタンガン"
command = ~B, DB, D, DF, F, x+y
time = 20
[Command]
name = "グランドスラム"
command = ~D, DF, F, a+x
time = 20
[Command]
name = "正義の刃"
command = ~D, DB, B, x+y
time = 20
[Command]
name = "残像拳"
command = ~D, DB, B, a+b
time = 20
[Command]
name = "投げるべし"
command = ~D, DF, F, x+y
time = 20
[Command]
name = "リーサル注入"
command = ~D, DF, F, a+b
time = 20
[Command]
name = "オンリーマイミュージック"
command = ~D, D, s
time = 20
;-| 必殺技 |-------------------------------------------------------------------
[Command]
name = "サイモンキャッチ"
command = ~D, DF, F, b+y
[Command]
name = "浴びせ蹴り弱"
command = ~F, D, DF, a
[Command]
name = "浴びせ蹴り強"
command = ~F, D, DF, b
[Command]
name = "鈍器弱"
command = ~D, DF, F, a
[Command]
name = "鈍器強"
command = ~D, DF, F, b
[Command]
name = "投石"
command = ~D, DF, F, x
[Command]
name = "投石"
command = ~D, DF, F, y
[Command]
name = "構え"
command = ~D, DB, B, x
[Command]
name = "構えロング"
command = ~D, DB, B, y
[Command]
name = "エスケープ"
command = ~D, DB, B, b
[Command]
name = "前転"
command = ~D, DB, B, a
;-| ダッシュ攻撃 |--------------------------------------------------------------
[Command]
name = "ダッシュパンチ"
command = y
[Command]
name = "ショルダータックル"
command = x
[Command]
name = "ダッシュキック"
command = a
[Command]
name = "スライディング"
command = b
;-| レバー入れ強攻撃 |---------------------------------------------------------
[Command]
name = "アッパー"
command = /DF, y
[Command]
name = "ストレート"
command = /F, y
[Command]
name = "屈ストレート"
command = /DB, y
[Command]
name = "押し倒し"
command = /B, y
[Command]
name = "膝蹴り"
command = /F, b
[Command]
name = "サイモンボディプレス"
command = /F, y
[Command]
name = "マントダイブ"
command = /B, y
[Command]
name = "エアサッカーボールキック"
command = /F, b
[Command]
name = "反動蹴り"
command = /B, b
[Command]
name = "ショート挑発A"
command = /F, s
[Command]
name = "ショート挑発B"
command = /B, s
[Command]
name = "ショート挑発C"
command = /D, s
;-| キー2回連続入力 |--------------------------------------------------------
[Command]
name = "FF" ;必須コマンド名
command = F, F
time = 10
[Command]
name = "BB" ;必須コマンド名
command = B, B
time = 10
;-| 同時押し |-----------------------------------------------------------------
[Command]
name = "ポーション"
command = a+x
time = 1
[Command]
name = "recovery" ;必須コマンド名
command = x+y
time = 1
[Command]
name = "グラップル"
command = b+y
time = 1
[Command]
name = "チャージA"
command = /a
[Command]
name = "チャージB"
command = /b
;------------------------------------------------------------------------------
;-| 方向キー+ボタン |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;------------------------------------------------------------------------------
;-| ボタン単発 |---------------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "start"
command = s
time = 1
;-| 防衛モード |-----------------------------------------------------------------
[Command]
name = "防衛モード3"
command = /B, c
[Command]
name = "防衛モード2"
command = /D, c
[Command]
name = "防衛モード1"
command = c
[Command]
name = "防衛モード解除"
command = ~c
;-| 後退り |---------------------------------------------------------------------
[Command]
name = "後転起き上がり"
command = /$B,z
[Command]
name = "後退り"
command = z
time = 1
[Command]
name = "まだ寝ていたい"
command = /z
[Command]
name = "起立キック"
command = a
[Command]
name = "砂撒き"
command = x
[Command]
name = "起立パンチ"
command = y
[Command]
name = "跳ね起き"
command = b
[Command]
name = "寝石"
command = c
;-| 方向キー |-----------------------------------------------------------------
[Command]
name = "holdfwd" ;必須コマンド名
command = /$F
time = 1
[Command]
name = "holdback" ;必須コマンド名
command = /$B
time = 1
[Command]
name = "holdup" ;必須コマンド名
command = /$U
time = 1
[Command]
name = "holddown" ;必須コマンド名
command = /$D
time = 1
;------------------------------------------------------------------------------
; ステートエントリーパート(技などを出せるようにするための条件を設定)
[Statedef -1] ;←この行は絶対に消さないでね。必須項目です。
;-| レバー入れや必殺技など上位攻撃の為のVar設定 |------------------------------
[State -1, 変数の例1];必殺技の発生条件リセット
type = VarSet
trigger1 = 1
var(1) = 0
[State -1, 変数の例2];必殺技の発生条件をチェック
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440
trigger2 = movecontact
var(1) = 1
;-| 超必殺技 |-----------------------------------------------------------------
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 6000
triggerall = var(54)<=0
triggerall = command = "ヒーローショウ"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
[State -1, スタンガン];ゲージレベル1
type = ChangeState
value = 3600
triggerall = var(54)<=0
triggerall = command = "スタンガン"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1020 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
[State -1, グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
value = 3700
triggerall = var(54)<=0
triggerall = command = "グランドスラム"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1020 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
[State -1, 最速グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
value = 3710
triggerall = var(54)<=0
triggerall = command = "グランドスラム"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = stateno = 4001 || stateno = 4002 || stateno = 4003 || stateno = 4004 || stateno = 4005 || stateno = 4006 || stateno = 4007 || stateno = 4008 || stateno = 4009
[State -1, 正義の刃];ゲージレベル1
type = ChangeState
value = 3500
triggerall = var(54)<=0
triggerall = command = "正義の刃"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1020 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
[State -1, 最速正義の刃];ゲージレベル1
type = ChangeState
value = 3501
triggerall = var(54)<=0
triggerall = command = "正義の刃"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = stateno = 4001 || stateno = 4002 || stateno = 4003 || stateno = 4004 || stateno = 4005 || stateno = 4006 || stateno = 4007 || stateno = 4008 || stateno = 4009
[State -1, 残像拳];ゲージレベル1
type = ChangeState
value = 4000
triggerall = var(54)<=0
triggerall = command = "残像拳"
triggerall = statetype != A
trigger1 = ctrl
trigger1 = power >= 1000
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1020 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
trigger2 = power >= 1000
trigger3 = ctrl
trigger3 = NumHelper(4760) = 1
trigger4 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1020 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger4 = movecontact
trigger4 = NumHelper(4760) = 1
[State -1, エア残像拳];ゲージレベル1
type = ChangeState
value = 4010
triggerall = var(54)<=0
triggerall = command = "残像拳"
triggerall = statetype = A
trigger1 = ctrl
trigger1 = power >= 1000
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650 || stateno = 660 || stateno = 1500
trigger2 = movecontact
trigger2 = power >= 1000
trigger3 = stateno = 666
trigger3 = movecontact >= 2
trigger3 = power >= 1000
trigger4 = ctrl
trigger4 = NumHelper(4760) = 1
trigger5 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650 || stateno = 660 || stateno = 1500
trigger5 = movecontact
trigger5 = NumHelper(4760) = 1
trigger6 = stateno = 666
trigger6 = movecontact >= 2
trigger6 = NumHelper(4760) = 1
[State -1, サングラス投げ];ゲージレベル1
type = ChangeState
value = 4200
triggerall = var(54)<=0
triggerall = command = "投げるべし"
triggerall = power >= 1000
triggerall = statetype = A
triggerall = NumHelper(4760) = 0
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650 || stateno = 660 || stateno = 1500
trigger2 = movecontact
trigger3 = stateno = 666
trigger3 = movecontact >= 2
[State -1, スタングレネード];ゲージレベル2
type = ChangeState
value = 10100
triggerall = var(54)<=0
triggerall = command = "投げるべし"
triggerall = power >= 2000
triggerall = statetype != A
triggerall = Var(2) >= 1
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
[State -1, リーサル注入];ゲージレベル3
type = ChangeState
value = 4500
triggerall = var(54)<=0
triggerall = command = "リーサル注入"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
[State -1, スピードアップポーション];ゲージレベル0
type = ChangeState
value = 20000
triggerall = var(54)<=0
triggerall = command = "ポーション"
triggerall = statetype != A
trigger1 = ctrl
trigger1 = var(9) = 0
[State -1, ハイスピードポーション];ゲージレベル0
type = ChangeState
value = 20010
triggerall = var(54)<=0
triggerall = command = "ポーション"
triggerall = statetype != A
triggerall = PalNo != 7
trigger1 = ctrl
trigger1 = var(9) = 1
[State -1, バーサークポーション使用];ゲージレベル1
type = ChangeState
value = 20020
triggerall = var(54)<=0
triggerall = command = "ポーション"
triggerall = statetype != A
triggerall = PalNo != 8
trigger1 = ctrl
trigger1 = var(9) = 2
trigger1 = power >= 1000
[State -1, オンリーマイミュージック];ゲージレベル1
type = ChangeState
value = 20100
triggerall = var(54)<=0
triggerall = command = "オンリーマイミュージック"
triggerall = NumHelper(25005) = 0
trigger1 = var(1)
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
trigger3 = stateno = 1020
trigger3 = movecontact
;-| 必殺技 |-----------------------------------------------------------------
[State -1, サイモンキャッチ];投げ技
type = ChangeState
value = 870
triggerall = var(54)<=0
triggerall = command = "サイモンキャッチ"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, 浴びせ蹴り弱]
type = ChangeState
value = 1805
triggerall = var(54)<=0
triggerall = command = "浴びせ蹴り弱"
trigger1 = var(1)
trigger2 = command = "浴びせ蹴り弱"
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
trigger3 = command = "浴びせ蹴り弱"
trigger3 = stateno = 1020
trigger3 = movecontact
[State -1, 浴びせ蹴り強]
type = ChangeState
value = 1815
triggerall = var(54)<=0
triggerall = command = "浴びせ蹴り強"
trigger1 = var(1)
trigger2 = command = "浴びせ蹴り強"
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
trigger3 = command = "浴びせ蹴り強"
trigger3 = stateno = 1020
trigger3 = movecontact
[State -1, エア鈍器弱]
type = ChangeState
value = 1700
triggerall = var(54)<=0
triggerall = command = "鈍器弱"
triggerall = NumProjID(1302) = 0
triggerall = fVar(1) > 0.107
trigger1 = ctrl
trigger1 = statetype = A
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650 || stateno = 660 || stateno = 1500
trigger2 = movecontact
trigger3 = stateno = 666
trigger3 = movecontact >= 2
[State -1, エア鈍器強]
type = ChangeState
value = 1750
triggerall = var(54)<=0
triggerall = command = "鈍器強"
triggerall = NumProjID(1302) = 0
triggerall = fVar(1) > 0.107
trigger1 = ctrl
trigger1 = statetype = A
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650 || stateno = 660 || stateno = 1500
trigger2 = movecontact
trigger3 = stateno = 666
trigger3 = movecontact >= 2
[State -1, 鈍器弱]
type = ChangeState
value = 1400
triggerall = var(54)<=0
triggerall = command = "鈍器弱"
trigger1 = var(1)
trigger2 = command = "鈍器弱"
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
trigger3 = command = "鈍器弱"
trigger3 = stateno = 1020
trigger3 = movecontact
[State -1, 鈍器強]
type = ChangeState
value = 1450
triggerall = var(54)<=0
triggerall = command = "鈍器強"
trigger1 = var(1)
trigger2 = command = "鈍器強"
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
trigger3 = command = "鈍器強"
trigger3 = stateno = 1020
trigger3 = movecontact
[State -1, 投石]
type = ChangeState
value = 1300
triggerall = var(54)<=0
triggerall = command = "投石"
triggerall = NumProjID(1302) = 0
trigger1 = var(1)
trigger2 = command = "投石"
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
trigger3 = command = "投石"
trigger3 = stateno = 1020
trigger3 = movecontact
[State -1, エア投石]
type = ChangeState
value = 1350
triggerall = var(54)<=0
triggerall = command = "投石"
triggerall = NumProjID(1302) = 0
triggerall = fVar(1) > 0.107
trigger1 = ctrl
trigger1 = statetype = A
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650 || stateno = 660 || stateno = 1500
trigger2 = movecontact
trigger3 = stateno = 666
trigger3 = movecontact >= 2
[State -1, 金剛壁の構え(甘え)]
type = ChangeState
value = 2500
triggerall = var(54)<=0
triggerall = command = "構え"
triggerall = statetype != A
triggerall = life >= 150
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
[State -1, 金剛壁の構え(甘え)ミス]
type = ChangeState
value = 2550
triggerall = var(54)<=0
triggerall = command = "構え"
triggerall = statetype != A
triggerall = life <= 150
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
[State -1, 金剛壁の構え(見切り)]
type = ChangeState
value = 2501
triggerall = var(54)<=0
triggerall = command = "構えロング"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
[State -1, エスケープ]
type = ChangeState
value = 1600
triggerall = var(54)<=0
triggerall = command = "エスケープ"
trigger1 = var(1)
trigger2 = command = "エスケープ"
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
trigger3 = command = "エスケープ"
trigger3 = stateno = 1020
trigger3 = movecontact
[State -1, 前転]
type = ChangeState
value = 1650
triggerall = var(54)<=0
triggerall = command = "前転"
trigger1 = var(1)
trigger2 = command = "前転"
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
trigger3 = command = "前転"
trigger3 = stateno = 1020
trigger3 = movecontact
;-| ダッシュ攻撃 |--------------------------------------------------------------
[State -1, ダッシュパンチ]
type = ChangeState
value = 3000
triggerall = var(54)<=0
triggerall = command = "ダッシュパンチ"
trigger1 = stateno = 100
[State -1, ショルダータックル]
type = ChangeState
value = 3010
triggerall = var(54)<=0
triggerall = command = "ショルダータックル"
trigger1 = stateno = 100
[State -1, ダッシュキック]
type = ChangeState
value = 3020
triggerall = var(54)<=0
triggerall = command = "ダッシュキック"
trigger1 = stateno = 100
[State -1, スライディング]
type = ChangeState
value = 3030
triggerall = var(54)<=0
triggerall = command = "スライディング"
trigger1 = stateno = 100
;-| 上位攻撃 |------------------------------------------------------------------
[State -1, アッパー]
type = ChangeState
value = 1020
triggerall = var(54)<=0
triggerall = command = "アッパー"
trigger1 = var(1)
trigger2 = command = "アッパー"
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1010 || stateno = 2150
trigger2 = movecontact
[State -1, ストレート]
type = ChangeState
value = 1000
triggerall = var(54)<=0
triggerall = command = "ストレート"
trigger1 = var(1)
trigger2 = stateno = 2150
trigger2 = movecontact
[State -1, 屈ストレート]
type = ChangeState
value = 1010
triggerall = var(54)<=0
triggerall = command = "屈ストレート"
trigger1 = var(1)
[State -1, 押し倒し]
type = ChangeState
value = 900
triggerall = var(54)<=0
triggerall = command = "押し倒し"
trigger1 = var(1)
trigger2 = stateno = 2150
trigger2 = movecontact
[State -1, 膝蹴り]
type = ChangeState
value = 1510
triggerall = var(54)<=0
triggerall = command = "膝蹴り"
trigger1 = var(1)
trigger2 = stateno = 2150
trigger2 = movecontact
[State -1, サイモンボディプレス]
type = ChangeState
value = 650
triggerall = var(54)<=0
triggerall = command = "サイモンボディプレス"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = command = "サイモンボディプレス"
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger2 = movecontact
trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019
[State -1, マントダイブ]
type = ChangeState
value = 660
triggerall = var(54)<=0
triggerall = command = "マントダイブ"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger2 = movecontact
trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019
[State -1, エアサッカーボールキック]
type = ChangeState
value = 1500
triggerall = var(54)<=0
triggerall = command = "エアサッカーボールキック"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = command = "エアサッカーボールキック"
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger2 = movecontact
trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019
[State -1, 反動蹴り]
type = ChangeState
value = 666
triggerall = var(54)<=0
triggerall = command = "反動蹴り"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = command = "反動蹴り"
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger2 = movecontact
trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019
;------------------------------------------------------------------------------
; 移動関連
[State -1, 走る]
type = ChangeState
value = 100
triggerall = var(54)<=0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, バックステップ]
type = ChangeState
value = 105
triggerall = var(54)<=0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;-| 同時押し |-----------------------------------------------------------------
[State -1, グラップル];投げ技
type = ChangeState
value = 800
triggerall = var(54)<=0
triggerall = command = "グラップル"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, パワー溜め]
type = ChangeState
value = 700
triggerall = var(54)<=0
triggerall = command = "チャージA"&& command="チャージB"
triggerall = power < 3000
trigger1 = statetype != A && ctrl
;-| 後退り |-----------------------------------------------------------------
[State -1, 後退り]
type = ChangeState
value = 2000
triggerall = var(54)<=0
triggerall = statetype != A
triggerall = stateno != 2000
triggerall = command = "後退り"
triggerall = RoundState = 2
triggerall = alive = 1
trigger1 = statetype = L
trigger2 = stateno = [140,155]
trigger2 = power >= 500
[State -1, 後転起き上がり]
type = ChangeState
value = 2300
triggerall = var(54)<=0
triggerall = command = "後転起き上がり"
trigger1 = stateno = 2000
trigger1 = power >= 100
[State -1, 起立]
type = ChangeState
value = 2020
triggerall = var(54)<=0
triggerall = command = "後退り"
trigger1 = stateno = 2000
[State -1, 起立パンチ]
type = ChangeState
value = 2150
triggerall = var(54)<=0
triggerall = command = "起立パンチ"
triggerall = power >= 100
trigger1 = stateno = 2000
trigger2 = stateno = 2100
trigger2 = movecontact
[State -1, 起立キック]
type = ChangeState
value = 2100
triggerall = var(54)<=0
triggerall = command = "起立キック"
triggerall = power >= 100
trigger1 = stateno = 2000
[State -1, 砂撒き]
type = ChangeState
value = 2050
triggerall = var(54)<=0
triggerall = command = "砂撒き"
triggerall = power >= 300
trigger1 = stateno = 2000
trigger2 = stateno = 2100
trigger2 = movecontact
[State -1, 跳ね起き]
type = ChangeState
value = 2110
triggerall = var(54)<=0
triggerall = command = "跳ね起き"
triggerall = power >= 200
trigger1 = stateno = 2000
trigger2 = stateno = 2100
trigger2 = movecontact
[State -1, 跳ね起きミス]
type = ChangeState
value = 2130
triggerall = var(54)<=0
triggerall = command = "跳ね起き"
triggerall = power <= 200
trigger1 = stateno = 2000
trigger2 = stateno = 2100
trigger2 = movecontact
[State -1, 寝石]
type = ChangeState
value = 2200
triggerall = var(54)<=0
triggerall = command = "寝石"
triggerall = power >= 300
trigger1 = stateno = 2000
trigger2 = stateno = 2100
trigger2 = movecontact
;-| 防衛モード |-----------------------------------------------------------------
[State -1, 防衛モード3]
type = ChangeState
value = 2800
triggerall = var(54)<=0
trigger1 = command = "防衛モード3"
trigger1 = statetype != A && ctrl
trigger2 = command = "holdback"
trigger2 = stateno = 2600
trigger3 = command = "holdback"
trigger3 = stateno = 2700
[State -1, 防衛モード2]
type = ChangeState
value = 2700
triggerall = var(54)<=0
trigger1 = command = "防衛モード2"
trigger1 = statetype != A && ctrl
trigger2 = command = "holddown"
trigger2 = stateno = 2600
trigger3 = command = "holddown"
trigger3 = stateno = 2800
[State -1, 防衛モード1]
type = ChangeState
value = 2600
triggerall = var(54)<=0
trigger1 = command = "防衛モード1"
trigger1 = statetype != A && ctrl
trigger2 = command = "holdfwd"
trigger2 = stateno = 2700
trigger3 = command = "holdfwd"
trigger3 = stateno = 2800
[State -1, スウェーフック]
type = ChangeState
value = 2620
triggerall = var(54)<=0
triggerall = stateno = 2610
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "y"
[State -1, 反逆のアッパー]
type = ChangeState
value = 2660
triggerall = var(54)<=0
triggerall = stateno = 2650
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "y"
[State -1, 女神の怒り]
type = ChangeState
value = 2720
triggerall = var(54)<=0
triggerall = stateno = 2710
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "y"
[State -1, 迎撃ミサイル]
type = ChangeState
value = 2820
triggerall = var(54)<=0
triggerall = stateno = 2810
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "y"
;-| 通常攻撃 |-----------------------------------------------------------------
[State -1, 対空アッパー]
type = ChangeState
value = 420
triggerall = var(54)<=0
triggerall = command = "y"
trigger1 = stateno = 12
[State -1, 立ち弱パンチ]
type = ChangeState
value = 200
triggerall = var(54)<=0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6
[State -1, 立ち強パンチ]
type = ChangeState
value = 210
triggerall = var(54)<=0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 || stateno = 2150
trigger2 = movecontact
[State -1, 立ち弱キック]
type = ChangeState
value = 230
triggerall = var(54)<=0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9
[State -1, 立ち強キック]
type = ChangeState
value = 240
triggerall = var(54)<=0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 2150
trigger2 = movecontact
[State -1, しゃがみ弱パンチ]
type = ChangeState
value = 400
triggerall = var(54)<=0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = time > 5
trigger3 = stateno = 10
[State -1, しゃがみ強パンチ]
type = ChangeState
value = 410
triggerall = var(54)<=0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
trigger3 = stateno = 10
[State -1, しゃがみ弱キック]
type = ChangeState
value = 430
triggerall = var(54)<=0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
trigger3 = stateno = 10
[State -1, しゃがみ強キック]
type = ChangeState
value = 440
triggerall = var(54)<=0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 400 || stateno = 410 || stateno = 430
trigger2 = movecontact
trigger3 = stateno = 10
[State -1, ジャンプ弱パンチ]
type = ChangeState
value = 600
triggerall = var(54)<=0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019
[State -1, ジャンプ強パンチ]
type = ChangeState
value = 610
triggerall = var(54)<=0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630
trigger2 = movecontact
trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019
[State -1, ジャンプ弱キック]
type = ChangeState
value = 630
triggerall = var(54)<=0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019
[State -1, ジャンプ強キック]
type = ChangeState
value = 640
triggerall = var(54)<=0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630
trigger2 = movecontact
trigger3 = stateno = 4011 || stateno = 4012 || stateno = 4013 || stateno = 4014 || stateno = 4015 || stateno = 4016 || stateno = 4017 || stateno = 4018 || stateno = 4019
[State -1, ショート挑発A]
type = ChangeState
value = 7000
triggerall = var(54)<=0
triggerall = command = "ショート挑発A"
trigger1 = var(1)
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 || stateno = 1400
trigger2 = movecontact
trigger3 = stateno = 1020
trigger3 = movecontact
[State -1, ショート挑発B]
type = ChangeState
value = 7010
triggerall = var(54)<=0
triggerall = command = "ショート挑発B"
trigger1 = var(1)
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 || stateno = 1400
trigger2 = movecontact
trigger3 = stateno = 1020
trigger3 = movecontact
[State -1, ショート挑発C]
type = ChangeState
value = 7020
triggerall = var(54)<=0
triggerall = command = "ショート挑発C"
trigger1 = var(1)
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510 || stateno = 1400
trigger2 = movecontact
trigger3 = stateno = 1020
trigger3 = movecontact
[State -1, 挑発]
type = ChangeState
value = 195
triggerall = var(54)<=0
triggerall = command = "start"
trigger1 = var(1)
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 1000 || stateno = 1010 || stateno = 1510
trigger2 = movecontact
trigger3 = stateno = 1020
trigger3 = movecontact
[State -1, エア挑発]
type = ChangeState
value = 196
triggerall = var(54)<=0
triggerall = command = "start"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 650 || stateno = 660 || stateno = 1500
trigger2 = movecontact
trigger3 = stateno = 666
trigger3 = movecontact >= 2
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;AI-------------------------------------------------------------------------
;AI Command Check
[State -1, AI Command];
Type = VarSet
triggerall = Var(54)=0 && !isHelper
Trigger1 = 1;AI即起動スイッチ
V = 54
Value = 1
IgnoreHitPause = 1
[State 700, パワーゲージ増減]
type = PowerAdd
triggerall = var(54)>0
trigger1 = var(9) = 1
trigger2 = var(9) = 2
trigger3 = NumHelper(10100) = 1
trigger4 = NumHelper(25005) = 1
trigger5 = Life < 500
value = 1
[State 700, パワーゲージ増減]
type = PowerAdd
triggerall = var(54)>0
trigger1 = var(9) = 3
trigger2 = Life < 300
value = 2
[State 2000, 試合終了だ]
type = ChangeState
triggerall = var(54)>0
triggerall = statetype != A
trigger1 = RoundState = 3
trigger1 = ctrl
trigger1 = p2bodydist X = [100,500]
value = 1300
[State 2000, 試合終了だ]
type = ChangeState
triggerall = var(54)>0
triggerall = statetype != A
trigger1 = RoundState = 3
trigger1 = ctrl
trigger1 = p2bodydist X = [-10,30]
trigger1 = p2bodydist Y > -50
value = 250
[State 2000, 試合終了だ]
type = ChangeState
triggerall = var(54)>0
triggerall = statetype != A
triggerall = roundstate = 3
trigger1 = ctrl
trigger1 = MoveHit = 250
trigger2 = stateno = 250
trigger2 = movecontact
value = 11115
[State 2000, 試合終了だ]
type = ChangeState
triggerall = var(54)>0
triggerall = statetype != A
trigger1 = RoundState = 3
trigger1 = ctrl
trigger1 = NumHelper(25005) = 0
value = 20103
[State -1, リンゴ砕くの諦めました]
type = ChangeState
value = 29921
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = life = 1000
trigger1 = RoundNo = 1
trigger1 = P2Name="cvsg_rugal"||P3Name ="cvsg_rugal"||P4Name ="cvsg_rugal"
trigger1 = ctrl = 1
[State -1, エスケープ]
type = ChangeState
value = 1600
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = P2Name="James"
trigger1 = p2stateno = 3992
trigger2 = p2stateno = 3661
trigger1 = ctrl = 1
[State -1, 金剛壁の構え(見切り)]
type = ChangeState
value = 2501
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = P2Name="James"
triggerall = Var(2) >= 2
trigger1 = p2stateno = 1960
trigger1 = ctrl = 1
[State -1, 挑発]
type = ChangeState
value = 195
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = P2Name="James"
trigger1 = p2stateno = 1960
trigger1 = ctrl = 1
[State 6530, とにかく連打!]
type = VarAdd
triggerall = var(54)>0 && roundstate = 2
triggerall = var(23) <= 51
triggerall = var(24) <= 51
triggerall = stateno = 6530
trigger1 = time = 640 || time = 645 || time = 650 || time = 655 || time = 660 || time = 665 || time = 670 || time = 675 || time = 680 || time = 685 || time = 690 || time = 695
trigger2 = time = 705 || time = 710 || time = 715 || time = 720 || time = 725 || time = 730 || time = 735 || time = 740 || time = 750 || time = 760 || time = 770 || time = 780
trigger3 = time = 790 || time = 795 || time = 800 || time = 810 || time = 820 || time = 830 || time = 835 || time = 840 || time = 850 || time = 860 || time = 870 || time = 880
trigger4 = time = 910 || time = 915 || time = 920 || time = 925 || time = 930 || time = 935 || time = 940 || time = 950 || time = 960 || time = 970 || time = 980 || time = 985
trigger5 = time = 1000 || time = 1005 || time = 1010 || time = 1015 || time = 1020 || time = 1025 || time = 1030 || time = 1035 || time = 1040 || time = 1045
trigger6 = time = 1050 || time = 1055 || time = 1060 || time = 1065 || time = 1070 || time = 1075 || time = 1080 || time = 1085 || time = 1090 || time = 1095
trigger7 = time = 1100 || time = 1110 || time = 1120 || time = 1130
trigger8 = time = 1140 || time = 1150 || time = 1160 || time = 1170 || time = 1180 || time = 1190 || time = 1200 || time = 1210 || time = 1220 || time = 1230
trigger9 = time = 1240 || time = 1250 || time = 1260 || time = 1270 || time = 1280 || time = 1290 || time = 1300 || time = 1310 || time = 1320 || time = 1330
trigger10 = time = 1340 || time = 1350 || time = 1360 || time = 1370 || time = 1380 || time = 1390 || time = 1400 || time = 1410 || time = 1420 || time = 1430
trigger11 = time = 1440 || time = 1450 || time = 1460 || time = 1470 || time = 1480 || time = 1490 || time = 1500
v = 23
value = 1
[State 6530, 音を鳴らす];シャーペンの芯出しのノック音
type = PlaySnd
triggerall = var(54)>0 && roundstate = 2
triggerall = var(23) < 50
triggerall = var(24) < 50
triggerall = stateno = 6530
trigger1 = time = 640 || time = 645 || time = 650 || time = 655 || time = 660 || time = 665 || time = 670 || time = 675 || time = 680 || time = 685 || time = 690 || time = 695
trigger2 = time = 705 || time = 710 || time = 715 || time = 720 || time = 725 || time = 730 || time = 735 || time = 740 || time = 750 || time = 760 || time = 770 || time = 780
trigger3 = time = 790 || time = 795 || time = 800 || time = 810 || time = 820 || time = 830 || time = 835 || time = 840 || time = 850 || time = 860 || time = 870 || time = 880
trigger4 = time = 910 || time = 915 || time = 920 || time = 925 || time = 930 || time = 935 || time = 940 || time = 950 || time = 960 || time = 970 || time = 980 || time = 985
trigger5 = time = 1000 || time = 1005 || time = 1010 || time = 1015 || time = 1020 || time = 1025 || time = 1030 || time = 1035 || time = 1040 || time = 1045
trigger6 = time = 1050 || time = 1055 || time = 1060 || time = 1065 || time = 1070 || time = 1075 || time = 1080 || time = 1085 || time = 1090 || time = 1095
trigger7 = time = 1100 || time = 1110 || time = 1120 || time = 1130
trigger8 = time = 1140 || time = 1150 || time = 1160 || time = 1170 || time = 1180 || time = 1190 || time = 1200 || time = 1210 || time = 1220 || time = 1230
trigger9 = time = 1240 || time = 1250 || time = 1260 || time = 1270 || time = 1280 || time = 1290 || time = 1300 || time = 1310 || time = 1320 || time = 1330
trigger10 = time = 1340 || time = 1350 || time = 1360 || time = 1370 || time = 1380 || time = 1390 || time = 1400 || time = 1410 || time = 1420 || time = 1430
trigger11 = time = 1440 || time = 1450 || time = 1460 || time = 1470 || time = 1480 || time = 1490 || time = 1500
value = 60, 52
volume = 600
[State 6530, 音を鳴らす];シャーペンの芯出し雄叫び
type = PlaySnd
triggerall = var(54)>0 && roundstate = 2
triggerall = var(23) < 50
triggerall = var(24) < 50
triggerall = stateno = 6530
trigger1 = time = 800
value = 500, 22
volume = 600
[State 6140, 見切ってみせよ!]
type = TargetLifeAdd
triggerall = var(54)>0 && roundstate = 2
triggerall = stateno = 6140
trigger1 = time = [493,499]
trigger1 = var(13) = 0
value = -100
[State 6140, よくぞ見切った!]
type = PlaySnd
triggerall = var(54)>0 && roundstate = 2
triggerall = stateno = 6140
trigger1 = time = [493,499]
trigger1 = var(13) = 0
value = 2000, 0
volume = 250
[State 3210, 土俵際の魔術師]
type = DefenceMulSet
trigger1 = Life < 300
trigger2 = stateno = 1450
value = 0.5
;[State -1,練習]
;type = ChangeState
;value = 11116
;triggerall = var(54)>0 && roundstate = 2
;triggerall = statetype != A
;trigger1 = ctrl = 1
;[State -1,練習]
;type = ChangeState
;value = 11112
;triggerall = var(54)>0 && roundstate = 2
;triggerall = statetype = A
;trigger1 = stateno = 11112
;trigger1 = time = 10
;;;;;;;;;;;;;エラーコンボ
[State -1, 残像拳];ゲージレベル1
type = ChangeState
value = 34021
triggerall = NumHelper(6175) = 1
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = power >= 1100
trigger1 = ctrl = 1
[State -1, 鈍器弱]
type = ChangeState
value = 31403
triggerall = NumHelper(6175) = 1
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2movetype = H
trigger1 = p2bodydist X = [-10,50]
trigger1 = ctrl = 1
[State -1, 投石]
type = ChangeState
value = 1300
triggerall = NumHelper(6175) = 1
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2movetype = H
trigger1 = ctrl = 1
;;;;;;;;;;;;;;;;;;;;
[State -1, 投げ]
type = ChangeState
value = 10801
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2stateno = [150,190]
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = power < 2000
trigger1 = p2movetype != H
trigger1 = p2bodydist X = [-10,20]
trigger1 = ctrl = 1
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 6000
triggerall = var(54)>0 && roundstate = 2
triggerall = NumHelper(6175) = 0
triggerall = power >= 2000
triggerall = statetype != A
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = p2movetype != H
triggerall = p2bodydist X = [-10,30]
triggerall = ctrl = 1
trigger1 = life < 200
trigger2 = p2life < 200
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 6000
triggerall = var(54)>0 && roundstate = 2
triggerall = NumHelper(6175) = 0
triggerall = power >= 2000
triggerall = statetype != A
triggerall = p2stateno = [150,190]
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = p2movetype != H
triggerall = p2bodydist X = [-10,50]
trigger1 = ctrl = 1
;trigger1 = life < 500
;trigger2 = p2life < 500
[State -1, エアヒーローショウ];ゲージレベル2
type = ChangeState
value = 6050
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = power >= 2000
triggerall = life < 500
triggerall = NumHelper(6175) = 0
trigger1 = ctrl
trigger1 = MoveHit = 10631
trigger2 = stateno = 10631
trigger2 = movecontact
trigger3 = ctrl
trigger3 = MoveHit = 630
trigger4 = stateno = 630
trigger4 = movecontact
trigger5 = ctrl
trigger5 = MoveHit = 660
trigger6 = stateno = 660
trigger6 = movecontact
[State -1, エアヒーローショウ];ゲージレベル2
type = ChangeState
value = 6050
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = power >= 2000
triggerall = p2life < 500
triggerall = NumHelper(6175) = 0
trigger1 = ctrl
trigger1 = MoveHit = 10631
trigger2 = stateno = 10631
trigger2 = movecontact
trigger3 = ctrl
trigger3 = MoveHit = 630
trigger4 = stateno = 630
trigger4 = movecontact
trigger5 = ctrl
trigger5 = MoveHit = 660
trigger6 = stateno = 660
trigger6 = movecontact
[State -1, サイモンキャッチ];投げ技
type = ChangeState
value = 870
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = TeamMode = simul
triggerall = life = 1000
trigger1 = ctrl = 1
[State -1, オンリーマイミュージック];ゲージレベル1
type = ChangeState
value = 20100
triggerall = var(54)>0 && roundstate = 2
triggerall = NumHelper(25005) = 0
triggerall = statetype != A
triggerall = life = 1000
trigger1 = ctrl = 1
[State -1, スタングレネード];ゲージレベル2
type = ChangeState
value = 20101
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = power >= 2000
triggerall = Var(2) >= 2
triggerall = life < 300
trigger1 = p2movetype != A
trigger1 = p2bodydist X > 100
trigger1 = ctrl = 1
[State -1, エスケープ]
type = ChangeState
value = 1600
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = NumHelper(10100) = 1
trigger1 = ctrl = 1
[State 1810, 後退り移行]
type = ChangeState
triggerall = var(54)>0 && roundstate = 2
triggerall = stateno = 1810
trigger1 = AnimElem = 18
trigger1 = alive = 1
value = 2000
[State -1, エア鈍器強]
type = ChangeState
value = 1750
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
trigger1 = stateno = 15014
trigger1 = time = 1
[State -1, 防衛モード2]
type = ChangeState
value = 2700
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = ctrl = 1
triggerall = p2bodydist X = [0,50]
trigger1 = p2stateno = [400,450]
[State -1, ローキック]
type = ChangeState
value = 250
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = L
triggerall = statetype != A
trigger1 = p2bodydist X = [-50,50]
trigger1 = ctrl = 1
;;;;;;
[State -1, 後退り]
type = ChangeState
value = 2000
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = AnimElem = 18
trigger1 = stateno = 1800
trigger2 = stateno = 1810
trigger3 = stateno = 1900
trigger4 = stateno = 1910
trigger5 = stateno = 2700
trigger5 = time = 30
[State -1, 投石]
type = ChangeState
value = 31301
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X = [100,500]
triggerall= stateno = 500
trigger1 = AnimElem = 37
[State -1, 残像拳];ゲージレベル1
type = ChangeState
value = 14001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = NumHelper(4760) = 1
triggerall = p2stateno != [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 530
trigger2 = stateno = 530
trigger2 = movecontact
[State -1, 残像拳];ゲージレベル1
type = ChangeState
value = 14001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = NumHelper(4760) = 1
triggerall = p2stateno != [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 12151
trigger2 = stateno = 12151
trigger2 = movecontact
[State -1, 残像拳];ゲージレベル1
type = ChangeState
value = 14001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = NumHelper(4760) = 1
trigger1 = ctrl
trigger1 = MoveHit = 530
trigger2 = stateno = 530
trigger2 = movecontact
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 6000
triggerall = var(54)>0 && roundstate = 2
triggerall = NumHelper(6175) = 0
triggerall = power >= 2000
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-10,50]
triggerall = AnimElem = 24
trigger1 = p2movetype = A
trigger1 = stateno = 520
trigger2 = p2stateno = [150,190]
trigger2 = stateno = 530
[State -1, 鈍器強]
type = ChangeState
value = 1450
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = life < 500
triggerall = p2stateno = [150,190]
triggerall = power < 2000
trigger1 = ctrl
trigger1 = MoveHit = 530
trigger2 = stateno = 530
trigger2 = movecontact
[State -1, 押し倒し]
type = ChangeState
value = 10901
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2stateno = [150,190]
triggerall = power < 2000
trigger1 = ctrl
trigger1 = MoveHit = 530
trigger2 = stateno = 530
trigger2 = movecontact
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 6000
triggerall = var(54)>0 && roundstate = 2
triggerall = NumHelper(6175) = 0
triggerall = power >= 2000
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-10,50]
triggerall = life < 500
triggerall= stateno = 701
trigger1 = p2stateno = [200,500]
trigger2 = p2movetype = A
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 6000
triggerall = var(54)>0 && roundstate = 2
triggerall = NumHelper(6175) = 0
triggerall = power >= 2000
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-10,50]
triggerall = p2life < 500
triggerall= stateno = 701
trigger1 = p2stateno = [200,500]
trigger2 = p2movetype = A
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 6000
triggerall = var(54)>0 && roundstate = 2
triggerall = NumHelper(6175) = 0
triggerall = power >= 2000
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-10,50]
triggerall = life < 500
triggerall= stateno = 11114
trigger1 = p2stateno = [200,500]
trigger2 = p2movetype = A
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 6000
triggerall = var(54)>0 && roundstate = 2
triggerall = NumHelper(6175) = 0
triggerall = power >= 2000
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-10,50]
triggerall = p2life < 500
triggerall= stateno = 11114
trigger1 = p2stateno = [200,500]
trigger2 = p2movetype = A
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 6000
triggerall = var(54)>0 && roundstate = 2
triggerall = NumHelper(6175) = 0
triggerall = power >= 2000
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-10,50]
triggerall = stateno = 2000
triggerall = p2movetype = A
trigger1 = life < 500
trigger2 = p2life < 500
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 6000
triggerall = var(54)>0 && roundstate = 2
triggerall = NumHelper(6175) = 0
triggerall = power >= 2000
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-30,50]
trigger1 = stateno = 15015
[State -1, グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
value = 3700
triggerall = var(54)>0 && roundstate = 2
triggerall = power >= 2000
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-10,100]
triggerall = stateno = 11114
trigger1 = p2stateno = [200,500]
trigger2 = p2movetype = A
[State -1, スタンガン];ゲージレベル1
type = ChangeState
value = 13601
triggerall = var(54)>0 && roundstate = 2
triggerall = power >= 1000
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-10,100]
triggerall = stateno = 11114
trigger1 = p2stateno = [200,500]
trigger2 = p2movetype = A
[State -1, 尺調節]
type = ChangeState
value = 11114
triggerall = power >= 2000
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-10,30]
triggerall = ctrl = 1
triggerall = p2movetype != H
trigger1 = life < 700
trigger2 = p2life < 700
[State -1, スピードポーション];ゲージレベル0
type = ChangeState
value = 20001
triggerall = var(54)>0 && roundstate = 2
trigger1 = ctrl = 1
trigger1 = power >= 1000
trigger1 = p2stateno = 5300
trigger1 = var(9) =0
trigger1 = life > 300
[State -1, ハイスピードポーション];ゲージレベル0
type = ChangeState
value = 20011
triggerall = var(54)>0 && roundstate = 2
trigger1 = ctrl = 1
trigger1 = power >= 1000
trigger1 = p2stateno = 5300
trigger1 = var(9) = 1
trigger1 = life > 300
[State -1, バーサークポーション使用];ゲージレベル1
type = ChangeState
value = 20021
triggerall = var(54)>0 && roundstate = 2
trigger1 = ctrl = 1
trigger1 = power >= 1000
trigger1 = p2stateno = 5300
trigger1 = var(9) = 2
trigger1 = life > 300
[State -1, しゃがみ弱パンチ]
type = ChangeState
value = 11401
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
trigger1 = p2bodydist X = [0,30]
trigger1 = ctrl = 1
[State -1, しゃがみ弱キック]
type = ChangeState
value = 34301
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 34001
trigger2 = stateno = 34001
trigger2 = movecontact
[State -1, 対空アッパー]
type = ChangeState
value = 420
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 34301
trigger2 = stateno = 34301
trigger2 = movecontact
[State -1, アッパー]
type = ChangeState
value = 31021
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 420
trigger2 = stateno = 420
trigger2 = movecontact
[State -1, ストレート]
type = ChangeState
value = 31001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2stateno != [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 31021
trigger2 = stateno = 31021
trigger2 = movecontact
[State -1, 鈍器弱]
type = ChangeState
value = 31401
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 31001
trigger2 = stateno = 31001
trigger2 = movecontact
[State -1, エスケープ]
type = ChangeState
value = 1600
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = statetype != A
trigger1 = p2bodydist X = [50,300]
trigger1 = p2bodydist Y < -200
trigger1 = ctrl = 1
[State -1, 防衛モード1]
type = ChangeState
value = 12601
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = statetype != A
triggerall = p2movetype != H
triggerall = p2movetype = A
trigger1 = life < 300
trigger1 = p2bodydist X = [-20,100]
trigger1 = ctrl = 1
[State -1, 鈍器強]
type = ChangeState
value = 1450
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = statetype != A
triggerall = p2movetype != H
triggerall = p2movetype = A
trigger1 = p2bodydist X = [-20,100]
trigger1 = ctrl = 1
[State -1, ジャンプ]
type = ChangeState
value = 15007
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = NumProjID(1302) = 0
triggerall = statetype != A
trigger1 = p2bodydist X = [100,200]
trigger1 = p2bodydist Y < -100
trigger1 = ctrl = 1
[State -1, 対空投石強]
type = ChangeState
value = 10561
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = NumProjID(1302) = 0
triggerall = statetype != A
trigger1 = p2bodydist X = [200,500]
trigger1 = p2bodydist Y < -100
trigger1 = ctrl = 1
[State -1, 投石]
type = ChangeState
value = 1300
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = p2bodydist X = [100,200]
trigger1 = ctrl = 1
[State -1, 尺調節]
type = ChangeState
value = 11114
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = power >= 2000
triggerall = statetype != A
triggerall = p2movetype != H
trigger1 = p2bodydist X = [0,50]
trigger1 = ctrl = 1
[State -1, ランニング]
type = ChangeState
value = 15003
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2movetype != A
triggerall = p2bodydist X > 100
triggerall = ctrl = 1
trigger1 = var(9) = 3
trigger2 = var(9) = 2
[State -1, ジャンプ]
type = ChangeState
value = 15001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X > 150
triggerall = ctrl = 1
trigger1 = var(9) = 3
trigger2 = NumHelper(4760) = 1
[State -1, エア投石]
type = ChangeState
value = 21351
triggerall = var(54)>0 && roundstate = 2
trigger1 = stateno = 15002
trigger1 = time = 2
[State -1, スタンガン];ゲージレベル1
type = ChangeState
value = 13601
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
triggerall = var(9) = 0
triggerall = p2stateno != [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 530
trigger2 = stateno = 530
trigger2 = movecontact
[State -1, 残像拳];ゲージレベル1
type = ChangeState
value = 14001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = ctrl
trigger1 = MoveHit = 530
trigger2 = stateno = 530
trigger2 = movecontact
[State -1, 立ちキック]
type = ChangeState
value = 10215
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = var(9) = 3
trigger1 = ctrl
trigger1 = MoveHit = 10214
trigger2 = stateno = 10214
trigger2 = movecontact
[State -1, 立ち強キック]
type = ChangeState
value = 10216
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = var(9) = 3
trigger1 = ctrl
trigger1 = MoveHit = 10215
trigger2 = stateno = 10215
trigger2 = movecontact
[State -1, アッパー]
type = ChangeState
value = 10211
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = var(9) = 3
triggerall = p2bodydist X < 30
trigger1 = ctrl
trigger1 = MoveHit = 10216
trigger2 = stateno = 10216
trigger2 = movecontact
[State -1, 寝石]
type = ChangeState
value = 12201
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = var(9) = 3
trigger1 = stateno = 2000
[State -1, 寝石]
type = ChangeState
value = 12201
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2movetype = H
trigger1 = stateno = 2000
[State -1, バックジャンプ]
type = ChangeState
value = 15002
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2movetype = H
trigger1 = p2bodydist X < 100
trigger1 = ctrl = 1
trigger1 = var(9) = 3
[State -1, バックジャンプ]
type = ChangeState
value = 15002
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = power < 2000
triggerall = life < 300
trigger1 = BackEdgeBodyDist > 50
trigger1 = p2bodydist X = [50,200]
trigger1 = ctrl = 1
[State -1, パワー溜め]
type = ChangeState
value = 701
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = power < 2000
triggerall = life < 300
trigger1 = p2bodydist X = [150,500]
trigger1 = ctrl = 1
[State -1, ジャンプ]
type = ChangeState
value = 15005
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2movetype = H
trigger1 = p2bodydist X > 100
trigger1 = ctrl = 1
trigger1 = var(9) = 3
[State -1, 投石]
type = ChangeState
value = 1350
triggerall = var(54)>0 && roundstate = 2
triggerall = stateno = 15005
trigger1 = var(9) = 3
trigger1 = time = 10
[State -1, ダッシュキック]
type = ChangeState
value = 13021
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2movetype != A
triggerall = p2bodydist X = [20,50]
triggerall = stateno = 15003
trigger1 = var(9) = 3
trigger2 = var(9) = 2
trigger3 = NumHelper(4760) = 1
[State -1, バックジャンプ]
type = ChangeState
value = 15002
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2movetype = A
trigger1 = stateno = 15003
trigger2 = stateno = 250
trigger2 = AnimElem = 12
[State -1, コンボ2]
type = ChangeState
value = 11401
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = var(9) = 3
trigger1 = ctrl
trigger1 = MoveHit = 3020
trigger2 = stateno = 3020
trigger2 = movecontact
[State -1, 時間稼ぎ]
type = ChangeState
value = 17004
triggerall = var(54)>0 && roundstate = 2
triggerall = power >= 2000
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2stateno = [150,190]
triggerall = life < 700
trigger1 = ctrl
trigger1 = MoveHit = 11401
trigger2 = stateno = 11401
trigger2 = movecontact
[State -1, 時間稼ぎ]
type = ChangeState
value = 17004
triggerall = var(54)>0 && roundstate = 2
triggerall = power >= 2000
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2stateno = [150,190]
triggerall = p2life < 700
trigger1 = ctrl
trigger1 = MoveHit = 11401
trigger2 = stateno = 11401
trigger2 = movecontact
[State -1, チョップ]
type = ChangeState
value = 10271
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 11401
trigger2 = stateno = 11401
trigger2 = movecontact
[State -1, 地獄突き]
type = ChangeState
value = 10281
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 10271
trigger2 = stateno = 10271
trigger2 = movecontact
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 17004
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
triggerall = power >= 2000
triggerall = p2life < 500
trigger1 = ctrl
trigger1 = MoveHit = 10281
trigger2 = stateno = 10281
trigger2 = movecontact
[State -1, コンボ、立ち強パンチ]
type = ChangeState
value = 10213
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 10281
trigger2 = stateno = 10281
trigger2 = movecontact
[State -1, ヒーローパンチEX];ゲージレベル0.3
type = ChangeState
value = 530
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 10213
trigger2 = stateno = 10213
trigger2 = movecontact
[State -1, パワー溜め]
type = ChangeState
value = 701
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = power < 2000
triggerall = p2bodydist X > 50
triggerall = p2movetype != A
triggerall = ctrl = 1
trigger1 = var(9) = 0
trigger2 = var(9) = 1
trigger3 = var(9) = 2
;;;;;;;;;;;;;;;;
[State -1, 対空アッパー]
type = ChangeState
value = 420
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = statetype != A
triggerall = p2movetype = H
triggerall = p2bodydist X < 50
triggerall = ctrl = 1
trigger1 = FrontEdgeDist < 50
trigger1 = p2bodydist Y < -10
trigger1 = p2bodydist Y > -50
[State -1, ストラクトキック]
type = ChangeState
value = 500
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 250
trigger2 = stateno = 250
trigger2 = movecontact
;;;;;画面端〆
[State -1, アッパー]
type = ChangeState
value = 1020
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = statetype != A
triggerall = p2movetype = H
triggerall = p2bodydist X < 50
triggerall = ctrl = 1
trigger1 = FrontEdgeDist < 50
trigger1 = p2bodydist Y < -50
[State -1, 鈍器弱]
type = ChangeState
value = 13001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 1020
trigger2 = stateno = 1020
trigger2 = movecontact
[State -1, 鈍器弱]
type = ChangeState
value = 13001
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = statetype != A
triggerall = p2movetype = H
triggerall = p2bodydist X < 50
triggerall = ctrl = 1
trigger1 = FrontEdgeDist < 50
trigger1 = p2bodydist Y < -10
[State -1, 残像拳];ゲージレベル1
type = ChangeState
value = 24001
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = statetype != A
triggerall = NumHelper(4760) = 1
trigger1 = p2movetype = H
trigger1 = p2bodydist X < 100
trigger1 = ctrl = 1
[State -1, ジャンプ]
type = ChangeState
value = 15005
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = statetype != A
triggerall = NumHelper(4760) = 1
trigger1 = p2movetype = H
trigger1 = p2bodydist X < 100
trigger1 = ctrl = 1
[State -1, 鈍器弱]
type = ChangeState
value = 1400
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = statetype != A
triggerall = NumHelper(4760) = 0
triggerall = NumProjID(1302) = 3
trigger1 = p2movetype = H
trigger1 = p2bodydist X < 100
trigger1 = ctrl = 1
[State -1, ジャンプ]
type = ChangeState
value = 15008
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = statetype != A
triggerall = NumHelper(4760) = 0
trigger1 = p2movetype = H
trigger1 = p2bodydist X < 100
trigger1 = ctrl = 1
[State -1, ジャンプ弱キック]
type = ChangeState
value = 630
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = stateno = 15008
trigger1 = FrontEdgeDist < 100
[State -1, エア投石]
type = ChangeState
value = 1350
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = stateno = 15008
trigger1 = FrontEdgeDist < 100
[State -1, エア鈍器弱]
type = ChangeState
value = 17011
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = stateno = 15008
trigger1 = time = 5
[State -1, 後退り]
type = ChangeState
value = 2000
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
trigger1 = p2movetype != H
trigger1 = p2bodydist X = [20,50]
trigger1 = ctrl = 1
[State -1, 残像拳];ゲージレベル1
type = ChangeState
value = 14001
triggerall = var(54)>0 && roundstate = 2
triggerall = NumHelper(4760) = 1
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
trigger1 = p2movetype = H
trigger1 = p2bodydist X = [20,50]
trigger1 = ctrl = 1
[State -1, ジャンプ]
type = ChangeState
value = 15012
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
trigger1 = p2movetype = H
trigger1 = p2bodydist X = [20,50]
trigger1 = ctrl = 1
[State -1, 前転]
type = ChangeState
value = 1650
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = power > 2000
triggerall = p2bodydist X = [50,100]
triggerall = ctrl = 1
trigger1 = p2movetype = A
trigger2 = inguarddist
[State -1, 前転]
type = ChangeState
value = 1650
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno = 15015
trigger1 = p2movetype = A
trigger2 = inguarddist
trigger3 = p2statetype = A
[State -1, ランニング]
type = ChangeState
value = 15015
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = power > 2000
triggerall = life < 500
trigger1 = p2movetype != A
trigger1 = p2bodydist X = [50,100]
trigger1 = ctrl = 1
[State -1, ジャンプ]
type = ChangeState
value = 15007
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = power > 2000
trigger1 = p2bodydist X = [100,150]
trigger1 = ctrl = 1
[State -1, バックジャンプ]
type = ChangeState
value = 15002
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
trigger1 = FrontEdgeDist > 50
trigger1 = p2bodydist X = [50,100]
trigger1 = ctrl = 1
[State -1, 防衛モード1]
type = ChangeState
value = 12601
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = statetype != A
trigger1 = p2movetype = A
trigger1 = p2bodydist X = [-20,50]
trigger1 = ctrl = 1
[State -1, 後退り]
type = ChangeState
value = 2000
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = statetype != A
trigger1 = p2bodydist X = [-20,100]
trigger1 = ctrl = 1
[State -1, エスケープ]
type = ChangeState
value = 1600
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2movetype = A
trigger1 = stateno = 11011
[State -1, 寝石]
type = ChangeState
value = 12201
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
trigger1 = p2bodydist X > 100
trigger1 = stateno = 2000
[State -1, 跳ね起き]
type = ChangeState
value = 12121
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-20,50]
triggerall = stateno = 2000
trigger1 = p2stateno = [200,500]
trigger2 = p2movetype = A
[State -1, 前転]
type = ChangeState
value = 11651
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X = [50,100]
triggerall = stateno = 2000
triggerall = BackEdgeBodyDist < 50
trigger1 = p2movetype = A
trigger2 = inguarddist
[State -1, 後転起き上がり]
type = ChangeState
value = 12301
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X = [0,50]
triggerall = stateno = 2000
trigger1 = p2movetype = A
trigger2 = inguarddist
[State -1, 後転起き上がり]
type = ChangeState
value = 12301
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X = [50,100]
triggerall = stateno = 2000
triggerall = time = 10
trigger1 = p2movetype = A
trigger2 = inguarddist
[State -1, エスケープ]
type = ChangeState
value = 1600
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X = [-20,50]
triggerall = stateno = 12301
trigger1 = BackEdgeBodyDist < 20
trigger1 = p2movetype = A
trigger1 = AnimElem = 16
[State -1, 後退り]
type = ChangeState
value = 2000
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X = [-20,50]
triggerall = stateno = 12301
trigger1 = p2movetype = A
trigger1 = AnimElem = 16
[State -1, 起立キック]
type = ChangeState
value = 12101
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
trigger1 = p2movetype != A
trigger1 = p2bodydist X = [0,100]
trigger1 = stateno = 2000
[State -1, 起立パンチ]
type = ChangeState
value = 12151
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2bodydist X = [0,20]
trigger1 = ctrl
trigger1 = MoveHit = 12101
trigger2 = stateno = 12101
trigger2 = movecontact
[State -1, 跳ね起き]
type = ChangeState
value = 12121
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-50,50]
triggerall = stateno = 2000
trigger1 = p2stateno = [200,500]
[State -1, 寝石]
type = ChangeState
value = 12201
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 12101
trigger2 = stateno = 12101
trigger2 = movecontact
[State -1, 後転起き上がり]
type = ChangeState
value = 12301
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2bodydist X < 50
trigger1 = BackEdgeBodyDist > 50
trigger1 = time = 30
trigger1 = stateno = 2000
[State -1, スタンガン];ゲージレベル1
type = ChangeState
value = 13601
triggerall = var(54)>0 && roundstate = 2
triggerall = power < 1000
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2stateno != [150,190]
trigger1 = stateno = 2120
trigger1 = AnimElem = 18
trigger1 = p2bodydist X < 50
[State -1, 鈍器弱]
type = ChangeState
value = 13001
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = var(1)
trigger1 = p2movetype = H
trigger1 = p2stateno = [120,190]
trigger1 = p2bodydist X < 30
trigger1 = ctrl = 1
[State -1, 前転]
type = ChangeState
value = 11651
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl = 1
trigger1 = p2bodydist X = [50,100]
trigger1 = life < 200
trigger2 = stateno = 15003
[State -1, ジャンプ]
type = ChangeState
value = 15007
triggerall = var(54)>0 && roundstate = 2
triggerall = NumProjID(1302) = 0
triggerall = var(1)
triggerall = p2statetype = A
triggerall = statetype != A
trigger1 = p2movetype != A
trigger1 = p2bodydist X = [100,200]
trigger1 = ctrl = 1
[State -1, 対空投石強]
type = ChangeState
value = 10561
triggerall = var(54)>0 && roundstate = 2
triggerall = NumProjID(1302) = 0
triggerall = var(1)
triggerall = p2statetype = A
triggerall = statetype != A
trigger1 = p2movetype != A
trigger1 = p2bodydist X = [200,500]
trigger1 = ctrl = 1
[State -1, 投石]
type = ChangeState
value = 11301
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
trigger1 = p2movetype != A
trigger1 = p2bodydist X = [100,150]
trigger1 = ctrl = 1
[State -1, 投石]
type = ChangeState
value = 11301
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
trigger1 = p2movetype != A
trigger1 = p2bodydist X = [150,200]
trigger1 = ctrl = 1
[State -1, 前転]
type = ChangeState
value = 11651
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
trigger1 = p2movetype != A
trigger1 = p2bodydist X > 200
trigger1 = ctrl = 1
[State -1, マントダイブ]
type = ChangeState
value = 660
triggerall = var(54)>0 && roundstate = 2
trigger1 = time = 2
trigger1 = stateno = 15013
[State -1, マントダイブ]
type = ChangeState
value = 660
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
trigger1 = time = 10
trigger1 = stateno = 15007
[State -1, マントダイブ]
type = ChangeState
value = 660
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
trigger1 = time = 2
trigger1 = p2bodydist X > 150
trigger1 = stateno = 15007
[State -1, ジャンプ弱キック]
type = ChangeState
value = 10631
triggerall = var(54)>0 && roundstate = 2
trigger1 = time = 10
trigger1 = stateno = 15007
[State -1, ジャンプ強キック]
type = ChangeState
value = 10641
triggerall = var(54)>0 && roundstate = 2
trigger1 = ctrl
trigger1 = MoveHit = 10631
trigger2 = stateno = 10631
trigger2 = movecontact
[State -1, サイモンボディプレス]
type = ChangeState
value = 650
triggerall = var(54)>0 && roundstate = 2
trigger1 = ctrl
trigger1 = MoveHit = 10641
trigger2 = stateno = 10641
trigger2 = movecontact
[State -1, エア投石]
type = ChangeState
value = 1350
triggerall = var(54)>0 && roundstate = 2
trigger1 = ctrl
trigger1 = MoveHit = 650
trigger2 = stateno = 650
trigger2 = movecontact
[State -1, ランニング]
type = ChangeState
value = 15003
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
trigger1 = p2movetype != A
trigger1 = p2bodydist X > 150
trigger1 = ctrl = 1
[State -1, スライディング]
type = ChangeState
value = 13031
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A
triggerall = statetype != A
triggerall = p2movetype != A
triggerall = p2bodydist X > 20
triggerall = stateno = 15003
trigger1 = var(9) = 0
trigger2 = var(9) = 1
trigger3 = var(9) = 2
[State -1, ジャンプ]
type = ChangeState
value = 15001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2movetype = A
trigger1 = stateno = 15003
[State -1, 防衛モード3]
type = ChangeState
value = 12801
triggerall = Alive && RoundState = 2
triggerall = p2statetype != A
triggerall = inguarddist
trigger1 = p2bodydist X> 150
trigger1 = statetype != A && ctrl
[State -1, ランニング]
type = ChangeState
value = 15003
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2movetype = H
trigger1 = p2bodydist X = [50,100]
trigger1 = BackEdgeBodyDist > 50
trigger1 = ctrl = 1
[State -1, 投石]
type = ChangeState
value = 1300
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2movetype = H
trigger1 = p2bodydist X = [100,300]
trigger1 = ctrl = 1
[State -1, 鈍器強]
type = ChangeState
value = 1450
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2movetype = H
trigger1 = p2bodydist X < 100
trigger1 = ctrl = 1
[State -1,ローキック]
type = ChangeState
value = 250
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = L
triggerall = statetype != A
trigger1 = p2bodydist X = [-10,30]
trigger1 = ctrl = 1
[State -1, 鈍器強]
type = ChangeState
value = 1450
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = L
triggerall = statetype != A
trigger1 = p2bodydist X = [-50,50]
trigger1 = BackEdgeBodyDist > 100
trigger1 = ctrl = 1
;;;;;;
[State -1, 浴びせ蹴り弱]
type = ChangeState
value = 1805
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = L
triggerall = statetype != A
trigger1 = p2bodydist X = [-50,100]
trigger1 = ctrl = 1
[State -1, ジャンプ強キック]
type = ChangeState
value = 20641
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
trigger1 = stateno = 15012
trigger1 = time = 2
[State -1, 反動蹴り]
type = ChangeState
value = 666
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = p2stateno = [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 20641
trigger2 = stateno = 20641
trigger2 = movecontact
[State -1, エアサッカーボールキック]
type = ChangeState
value = 1500
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
trigger1 = ctrl
trigger1 = MoveHit = 20641
trigger2 = stateno = 20641
trigger2 = movecontact
[State -1, エア投石]
type = ChangeState
value = 1350
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = FrontEdgeDist > 50
trigger1 = ctrl
trigger1 = MoveHit = 1500
trigger2 = stateno = 1500
trigger2 = movecontact
[State -1, 投石]
type = ChangeState
value = 11302
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = L
triggerall = statetype != A
trigger1 = p2bodydist X = [50,150]
trigger1 = ctrl = 1
[State -1, 投石]
type = ChangeState
value = 1300
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = L
triggerall = statetype != A
trigger1 = p2bodydist X = [150,300]
trigger1 = ctrl = 1
[State -1, オンリーマイミュージック];ゲージレベル1
type = ChangeState
value = 20100
triggerall = NumHelper(25005) = 0
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = life > 1000
triggerall = power >= 2000
trigger1 = ctrl = 1
trigger1 = var(1)
[State -1, サイモンキャッチ];投げ技
type = ChangeState
value = 870
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = life > 800
trigger1 = Random <= 500
trigger1 = p2bodydist X < 30
trigger1 = TeamMode = Simul
trigger1 = ctrl = 1
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 6000
triggerall = var(54)>0 && roundstate = 2
triggerall = NumHelper(6175) = 0
triggerall = power >= 2000
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-10,50]
triggerall = p2movetype != H
trigger1 = p2movetype = A
trigger1 = stateno = 15011
[State -1, スライディング]
type = ChangeState
value = 13031
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
trigger1 = p2bodydist X > 30
trigger1 = stateno = 15011
[State -1, ダッシュキック]
type = ChangeState
value = 3020
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = stateno = 1501
trigger1 = p2bodydist X = [50,100]
trigger1 = time = 8
trigger1 = time = 12
[State -1, リーサル注入];ゲージレベル3
type = ChangeState
value = 4500
triggerall = power >= 3000
triggerall = var(54)>0 && roundstate = 2
triggerall = Alive
triggerall = inguarddist
triggerall = statetype != A
triggerall = p2bodydist X = [100,150]
trigger1 = p2movetype != H
trigger1 = ctrl = 1
[State -1, グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
value = 3700
triggerall = power >= 2000
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-10,50]
triggerall = life > 500
triggerall = inguarddist
trigger1 = ctrl = 1
[State -1, スタンガン];ゲージレベル1
type = ChangeState
value = 13601
triggerall = power >= 1000
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-10,30]
triggerall = inguarddist
trigger1 = ctrl = 1
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 6000
triggerall = power >= 2000
triggerall = var(54)>0 && roundstate = 2
triggerall = NumHelper(6175) = 0
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X = [-10,30]
trigger1 = p2movetype != H
trigger1 = p2movetype = A
trigger1 = ctrl = 1
[State -1, エア挑発]
type = ChangeState
value = 196
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = time = 30
trigger1 = ctrl
trigger1 = MoveHit = 666
trigger2 = stateno = 666
trigger2 = movecontact
[State -1, 防衛モード2]
type = ChangeState
value = 2700
triggerAll = Alive && RoundState = 2
triggerall = p2statetype = C
triggerall = inguarddist
triggerall = p2bodydist X < 100
triggerall = statetype != A && ctrl
trigger1 = life > 700
trigger2 = p2life < 200
[State -1, 防衛モード1]
type = ChangeState
value = 12601
triggerall = Alive && RoundState = 2
triggerall = p2statetype = C
triggerall = inguarddist
trigger1 = statetype != A && ctrl
[State -1, 前転]
type = ChangeState
value = 11651
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype = A
triggerall = statetype != A
triggerall = life < 300
trigger1 = p2bodydist X = [0,100]
trigger1 = p2movetype = A
trigger1 = ctrl = 1
;ガード
[State -1]
type = ChangeState
value = 131
triggerall = Alive && RoundState = 2
triggerall = p2statetype = C
triggerall = inguarddist
trigger1 = statetype != A && ctrl
;屈みガード
[State -1]
type = ChangeState
value = 131
triggerAll = Alive && RoundState = 2
triggerall = p2statetype = C
triggerall = inguarddist
trigger1 = statetype != A && ctrl
;空中ガード
[State -1]
type = ChangeState
value = 132
triggerAll = Alive && RoundState = 2
triggerall = inguarddist
trigger1 = statetype = A && ctrl
[State -1, エア投石]
type = ChangeState
value = 1350
triggerAll = Alive && RoundState = 2
trigger1 = statetype = A && ctrl
[State -1, エスケープ]
type = ChangeState
value = 1600
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2stateno = [400,440]
trigger1 = stateno = 2501
trigger2 = stateno = 2600
[State -1, 防衛モード3]
type = ChangeState
value = 12801
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = p2bodydist X > 150
trigger1 = stateno = 2000
trigger2 = stateno = 20000
trigger3 = stateno = 20010
trigger4 = stateno = 20020
[State -1, バックジャンプ]
type = ChangeState
value = 15002
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = p2movetype = A
trigger1 = p2bodydist X < 100
trigger1 = stateno = 12801
[State -1, 反逆のアッパー]
type = ChangeState
value = 2660
triggerall = stateno = 2650
triggerall = var(54)>0 && roundstate = 2
triggerall = p2bodydist X = [-10,20]
trigger1 = statetype != A
[State -1, スウェーフック]
type = ChangeState
value = 2620
triggerall = stateno = 2610
triggerall = var(54)>0 && roundstate = 2
triggerall = p2bodydist X = [-10,30]
trigger1 = statetype != A
[State -1, 女神の怒り]
type = ChangeState
value = 2720
triggerall = stateno = 2710
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
trigger1 = time = 10
[State -1, 迎撃ミサイル]
type = ChangeState
value = 2820
triggerall = stateno = 2810
triggerall = var(54)>0 && roundstate = 2
triggerall = life < 700
triggerall = statetype != A
trigger1 = time = 10
[State -1, ジャンプ]
type = ChangeState
value = 15001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = Alive
triggerall = inguarddist
trigger1 = p2bodydist X > 200
trigger1 = ctrl = 1
[State -1, エア鈍器弱]
type = ChangeState
value = 17011
triggerall = var(54)>0 && roundstate = 2
triggerall = stateno = 15001
trigger1 = inguarddist
[State -1, エア投石]
type = ChangeState
value = 1350
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
trigger1 = ctrl
trigger1 = MoveHit = 17011
trigger2 = stateno = 17011
trigger2 = movecontact
[State -1, エア投石]
type = ChangeState
value = 1350
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
trigger1 = stateno = 1750
trigger1 = p2bodydist X = [0,100]
[State -1, マントダイブ]
type = ChangeState
value = 650
triggerall = var(54)>0 && roundstate = 2
triggerall = stateno = 15001
trigger1 = p2bodydist X = [-10,50]
trigger1 = time = 10
[State -1, エアサッカーボールキック]
type = ChangeState
value = 1500
triggerall = var(54)>0 && roundstate = 2
triggerall = stateno = 15001
trigger1 = p2bodydist X = [50,100]
trigger1 = time = 10
[State -1, エア鈍器弱]
type = ChangeState
value = 17011
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
trigger1 = ctrl
trigger1 = MoveHit = 1500
trigger2 = stateno = 1500
trigger2 = movecontact
[State -1, エア投石]
type = ChangeState
value = 1350
triggerall = var(54)>0 && roundstate = 2
triggerall = stateno = 15001
trigger1 = p2bodydist X = [50,300]
trigger1 = time = 10
[State -1, スピードアップポーション];ゲージレベル0
type = ChangeState
value = 20000
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = enemynear,Authorname != "(^o^)"
trigger1 = p2movetype != A
trigger1 = power >= 1000
trigger1 = p2bodydist X > 150
trigger1 = ctrl = 1
trigger1 = var(9) = 0
[State -1, スピードアップポーション];ゲージレベル0
type = ChangeState
value = 20000
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = enemynear,Authorname != "(^o^)"
trigger1 = p2movetype != A
trigger1 = power >= 1000
trigger1 = p2bodydist X > 150
trigger1 = ctrl = 1
trigger1 = var(9) = 0
[State -1, 前転]
type = ChangeState
value = 11651
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X = [50,100]
triggerall = stateno = 701
triggerall = BackEdgeBodyDist < 50
trigger1 = p2movetype = A
trigger2 = inguarddist
[State -1, 後転起き上がり]
type = ChangeState
value = 12301
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = alive = 1
triggerall = inguarddist
triggerall = stateno = 701
trigger1 = p2bodydist X = [50,100]
trigger1 = time = 10
trigger2 = p2bodydist X = [0,50]
[State -1, ジャンプ]
type = ChangeState
value = 15001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = Alive
triggerall = inguarddist
trigger1 = stateno = 701
trigger1 = p2bodydist X > 100
[State -1, ヒーローパンチEX];ゲージレベル0.3
type = ChangeState
value = 530
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2movetype != A
triggerall = life < 300
trigger1 = p2bodydist X = [50,100]
trigger1 = stateno = 701
trigger1 = power >= 2300
[State -1, ジャンプ]
type = ChangeState
value = 15007
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2movetype != A
trigger1 = p2bodydist X = [100,150]
trigger1 = stateno = 701
trigger1 = power = 3000
[State -1, 対空投石強]
type = ChangeState
value = 10561
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2movetype != A
trigger1 = p2bodydist X = [150,500]
trigger1 = stateno = 701
trigger1 = power = 3000
[State -1, 防衛モード3]
type = ChangeState
value = 12801
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = Alive
triggerall = inguarddist
trigger1 = p2bodydist X > 200
trigger1 = ctrl
[State -1, ジャンプ]
type = ChangeState
value = 15001
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = Alive
triggerall = inguarddist
trigger1 = p2bodydist X > 100
trigger1 = ctrl
[State -1, 前転]
type = ChangeState
value = 1650
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = alive = 1
triggerall = NumHelper(3810) = 1
trigger1 = power = 3000
trigger1 = stateno = 701
[State -1, ジャンプ]
type = ChangeState
value = 15001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = alive = 1
triggerall = NumHelper(3810) = 1
trigger1 = power = 3000
trigger1 = stateno = 701
[State -1, 後退り]
type = ChangeState
value = 2000
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = alive = 1
triggerall = inguarddist
trigger1 = stateno = 701
[State -1, エア鈍器弱]
type = ChangeState
value = 17011
triggerall = var(54)>0 && roundstate = 2
triggerall = alive = 1
triggerall = inguarddist
trigger1 = stateno = 15004
[State -1, コンボ、アッパー]
type = ChangeState
value = 610
triggerall = var(54)>0 && roundstate = 2
trigger1 = time = 10
trigger1 = stateno = 15004
[State -1, マントダイブ]
type = ChangeState
value = 650
triggerall = var(54)>0 && roundstate = 2
triggerall = p2bodydist X < 30
trigger1 = Random <= 500
trigger1 = stateno = 15004
[State -1, ジャンプ弱キック]
type = ChangeState
value = 630
triggerall = var(54)>0 && roundstate = 2
triggerall = p2bodydist X < 30
trigger1 = stateno = 15004
[State -1, コンボ、立ち強パンチ]
type = ChangeState
value = 10213
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 11401
trigger2 = stateno = 11401
trigger2 = movecontact
[State -1, コンボ、立ち強パンチ]
type = ChangeState
value = 10219
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 11403
trigger2 = stateno = 11403
trigger2 = movecontact
[State -1, 残像拳];ゲージレベル1
type = ChangeState
value = 14001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
triggerall = NumHelper(4760) = 1
triggerall = p2stateno != [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 10219
trigger2 = stateno = 10219
trigger2 = movecontact
[State -1, スタンガン];ゲージレベル1
type = ChangeState
value = 13601
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
triggerall = var(9) = 0
triggerall = p2bodydist X < 30
triggerall = p2stateno != [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 10219
trigger2 = stateno = 10219
trigger2 = movecontact
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 17004
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
triggerall = power >= 2000
triggerall = p2stateno != [150,190]
triggerall = life < 500
trigger1 = ctrl
trigger1 = MoveHit = 10219
trigger2 = stateno = 10219
trigger2 = movecontact
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 17004
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
triggerall = power >= 2000
triggerall = p2stateno != [150,190]
triggerall = p2life < 500
trigger1 = ctrl
trigger1 = MoveHit = 10219
trigger2 = stateno = 10219
trigger2 = movecontact
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 17004
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X = [-10,50]
triggerall = power >= 2000
triggerall = p2stateno != [150,190]
triggerall = life < 500
trigger1 = ctrl
trigger1 = MoveHit = 10213
trigger2 = stateno = 10213
trigger2 = movecontact
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 17004
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X = [-10,50]
triggerall = power >= 2000
triggerall = p2stateno != [150,190]
triggerall = p2life < 500
trigger1 = ctrl
trigger1 = MoveHit = 10213
trigger2 = stateno = 10213
trigger2 = movecontact
[State -1, 残像拳];ゲージレベル1
type = ChangeState
value = 14001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
triggerall = power >= 1000
triggerall = p2stateno != [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 10219
trigger2 = stateno = 10219
trigger2 = movecontact
[State -1, 残像拳];ゲージレベル1
type = ChangeState
value = 14001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
triggerall = power >= 2000
triggerall = NumHelper(4760) = 1
triggerall = p2stateno != [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 530
trigger2 = stateno = 530
trigger2 = movecontact
[State -1, スタンガン];ゲージレベル1
type = ChangeState
value = 13601
triggerall = var(54)>0 && roundstate = 2
triggerall = var(9) = 0
triggerall = statetype != A
triggerall = p2bodydist X < 30
triggerall = power >= 3000
triggerall = p2stateno != [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 530
trigger2 = stateno = 530
trigger2 = movecontact
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 17004
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
triggerall = power >= 2000
triggerall = life < 300
trigger1 = ctrl
trigger1 = MoveHit = 530
trigger2 = stateno = 530
trigger2 = movecontact
[State -1, 残像拳];ゲージレベル1
type = ChangeState
value = 14001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
triggerall = power >= 3000
triggerall = p2stateno != [150,190]
triggerall = life > 300
trigger1 = ctrl
trigger1 = MoveHit = 530
trigger2 = stateno = 530
trigger2 = movecontact
[State -1, 残像拳];ゲージレベル1
type = ChangeState
value = 14001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
triggerall = power >= 2000
triggerall = NumHelper(4760) = 1
triggerall = p2stateno != [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 240
trigger2 = stateno = 240
trigger2 = movecontact
[State -1, 残像拳];ゲージレベル1
type = ChangeState
value = 14001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
triggerall = power >= 3000
triggerall = p2stateno != [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 240
trigger2 = stateno = 240
trigger2 = movecontact
[State -1, スタンガン];ゲージレベル1
type = ChangeState
value = 13601
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = p2stateno != [150,190]
triggerall = power >= 1000
triggerall = statetype != A
triggerall = p2bodydist X < 30
trigger1 = ctrl
trigger1 = MoveHit = 530
trigger2 = stateno = 530
trigger2 = movecontact
[State -1, スタンガン];ゲージレベル1
type = ChangeState
value = 13601
triggerall = var(54)>0 && roundstate = 2
triggerall = p2stateno != [150,190]
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = power >= 1000
triggerall = statetype != A
triggerall = p2bodydist X < 30
trigger1 = ctrl
trigger1 = MoveHit = 10219
trigger2 = stateno = 10219
trigger2 = movecontact
[State -1, スタンガン];ゲージレベル1
type = ChangeState
value = 13601
triggerall = p2stateno != [150,190]
triggerall = power >= 1000
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
triggerall = p2bodydist X < 30
trigger1 = ctrl
trigger1 = MoveHit = 240
trigger2 = stateno = 240
trigger2 = movecontact
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 17004
triggerall = p2stateno = [150,190]
triggerall = power >= 2000
triggerall = p2life < 700
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl
trigger1 = MoveHit = 10219
trigger2 = stateno = 10219
trigger2 = movecontact
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 17004
triggerall = p2stateno = [150,190]
triggerall = power >= 2000
triggerall = life < 700
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl
trigger1 = MoveHit = 10213
trigger2 = stateno = 10213
trigger2 = movecontact
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
value = 17004
triggerall = p2stateno = [150,190]
triggerall = power >= 2000
triggerall = life < 700
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl
trigger1 = MoveHit = 240
trigger2 = stateno = 240
trigger2 = movecontact
[State -1, バックジャンプ]
type = ChangeState
value = 15002
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
triggerall = p2stateno = [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 10213
trigger2 = stateno = 10213
trigger2 = movecontact
[State -1, バックジャンプ]
type = ChangeState
value = 15002
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
triggerall = p2stateno = [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 10219
trigger2 = stateno = 10219
trigger2 = movecontact
[State -1, コンボ、アッパー]
type = ChangeState
value = 11021
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
trigger1 = ctrl
trigger1 = MoveHit = 530
trigger2 = stateno = 530
trigger2 = movecontact
[State -1, コンボ、アッパー]
type = ChangeState
value = 11021
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
trigger1 = ctrl
trigger1 = MoveHit = 10219
trigger2 = stateno = 10219
trigger2 = movecontact
[State -1, グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
value = 3700
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 30
triggerall = power >= 2000
trigger1 = ctrl
trigger1 = MoveHit = 11021
trigger2 = stateno = 11021
trigger2 = movecontact
[State -1, コンボ、立ち強キック]
type = ChangeState
value = 240
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 230
trigger2 = stateno = 230
trigger2 = movecontact
[State -1,コンボ、 アッパー]
type = ChangeState
value = 11022
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1)
trigger1 = MoveHit = 240
trigger2 = stateno = 240
trigger2 = movecontact
[State -1,コンボ、 立ち強キック]
type = ChangeState
value = 10241
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 10231
trigger2 = stateno = 10231
trigger2 = movecontact
[State -1, 最速グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
value = 3710
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = power >= 2000
triggerall = ctrl = 1
trigger1 = stateno = 10241
trigger1 = MoveHit = 10241
trigger2 = movecontact
[State -1,コンボ、 アッパー]
type = ChangeState
value = 11022
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl = 1
trigger1 = MoveHit = 10241
trigger2 = stateno = 10241
trigger2 = movecontact
[State -1, 鈍器弱]
type = ChangeState
value = 13001
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = stateno = 11022
trigger1 = time = 20
trigger1 = FrontEdgeDist < 100
[State -1, ジャンプ]
type = ChangeState
value = 15005
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = stateno = 11022
trigger1 = time = 20
[State -1, エスケープ]
type = ChangeState
value = 1600
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl = 1
triggerall = p2stateno != [150,190]
trigger1 = stateno = 13001
trigger1 = MoveHit = 13001
trigger2 = movecontact
[State -1, ジャンプ弱キック]
type = ChangeState
value = 630
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
trigger1 = stateno = 15005
trigger1 = time = 10
[State -1, ジャンプ強キック]
type = ChangeState
value = 640
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
trigger1 = ctrl
trigger1 = MoveHit = 630
trigger2 = stateno = 630
trigger2 = movecontact
[State -1, エア挑発]
type = ChangeState
value = 196
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = p2stateno = [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 640
trigger2 = stateno = 640
trigger2 = movecontact
[State -1, エア挑発]
type = ChangeState
value = 196
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = p2stateno = [150,190]
triggerall = power >= 2000
triggerall = life < 500
trigger1 = ctrl
trigger1 = MoveHit = 10641
trigger2 = stateno = 10641
trigger2 = movecontact
[State -1, エア挑発]
type = ChangeState
value = 196
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = p2stateno = [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 640
trigger2 = stateno = 640
trigger2 = movecontact
[State -1, 反動蹴り]
type = ChangeState
value = 666
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = p2stateno = [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 640
trigger2 = stateno = 640
trigger2 = movecontact
[State -1, 反動蹴り]
type = ChangeState
value = 666
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = p2stateno = [150,190]
trigger1 = ctrl
trigger1 = MoveHit = 10641
trigger2 = stateno = 10641
trigger2 = movecontact
[State -1, サングラス投げ];ゲージレベル1
type = ChangeState
value = 14201
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = power >= 1000
triggerall = NumHelper(4760) = 0
triggerall = life > 300
trigger1 = ctrl
trigger1 = MoveHit = 640
trigger2 = stateno = 640
trigger2 = movecontact
[State -1, エア投石]
type = ChangeState
value = 11351
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
trigger1 = p2bodydist Y < -30
trigger1 = ctrl
trigger1 = MoveHit = 640
trigger2 = stateno = 640
trigger2 = movecontact
[State -1, マントダイブ]
type = ChangeState
value = 660
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
trigger1 = ctrl
trigger1 = MoveHit = 640
trigger2 = stateno = 640
trigger2 = movecontact
[State -1, エア鈍器弱]
type = ChangeState
value = 17011
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
triggerall = FrontEdgeDist < 50
trigger1 = ctrl
trigger1 = MoveHit = 660
trigger2 = stateno = 660
trigger2 = movecontact
[State -1, エア投石]
type = ChangeState
value = 11351
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
trigger1 = ctrl
trigger1 = MoveHit = 660
trigger2 = stateno = 660
trigger2 = movecontact
[State -1, エア投石]
type = ChangeState
value = 11351
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype = A
trigger1 = stateno = 640
trigger1 = AnimElem = 7
[State -1, コンボ2]
type = ChangeState
value = 11401
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
trigger1 = p2bodydist X = [0,30]
trigger1 = ctrl = 1
[State -1, 立ち強パンチ]
type = ChangeState
value = 10213
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = var(9) = 2
trigger1 = ctrl
trigger1 = MoveHit = 11401
trigger2 = stateno = 11401
trigger2 = movecontact
[State -1, コンボ1]
type = ChangeState
value = 10401
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = power >= 1000
trigger1 = p2bodydist X = [0,30]
trigger1 = Random <= 500
trigger1 = ctrl = 1
[State -1, しゃがみ強パンチ]
type = ChangeState
value = 10411
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 10401
trigger2 = stateno = 10401
trigger2 = movecontact
[State -1, しゃがみ弱キック]
type = ChangeState
value = 430
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 10411
trigger2 = stateno = 10411
trigger2 = movecontact
[State -1, しゃがみ強キック]
type = ChangeState
value = 440
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 430
trigger2 = stateno = 430
trigger2 = movecontact
[State -1, アッパー]
type = ChangeState
value = 11023
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = MoveHit = 440
trigger2 = stateno = 440
trigger2 = movecontact
[State -1, 投石]
type = ChangeState
value = 1350
triggerall = var(54)>0 && roundstate = 2
triggerall = stateno = 15002
trigger1 = time = 10
[State -1, 立ち強キック]
type = ChangeState
value = 240
triggerall = var(54)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
triggerall = statetype != A
trigger1 = ctrl = 1
trigger1 = MoveHit = 12151
trigger2 = stateno = 12151
trigger2 = movecontact
[State -1, 投石]
type = ChangeState
value = 31301
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl = 1
trigger1 = MoveHit = 10901
trigger2 = stateno = 10901
trigger2 = movecontact
[State -1, 後転起き上がり]
type = ChangeState
value = 12301
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
trigger1 = time = 120
trigger1 = stateno = 2000
trigger2 = time = 60
trigger2 = stateno = 2700
[State -1, 起立]
type = ChangeState
value = 2020
triggerall = var(54)>0 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X > 100
triggerall = p2movetype != A
trigger1 = stateno = 2000
trigger1 = p2bodydist X = [-50,-300]
trigger2 = stateno = 701
trigger2 = power = 3000
;パワー溜め(特殊行動)
[Statedef 701]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 700
sprpriority = 1
[State 780, パワーゲージ増減]
type = PowerAdd
trigger1 = 1
value = 10
[State 700, 押し判定]
type = PlayerPush
trigger1 = 1
value = 0 ;相手を押さず、すり抜ける事が出来る。
[State 700, エフェクト(煙1)]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 20
trigger3 = Time = 40
trigger4 = Time = 60
trigger5 = Time = 80
trigger6 = Time = 100
trigger7 = Time = 120
trigger8 = Time = 140
trigger9 = Time = 160
trigger10 = Time = 180
trigger11 = Time = 200
trigger12 = Time = 220
trigger13 = Time = 240
trigger14 = Time = 260
trigger15 = Time = 280
trigger16 = Time = 300
trigger17 = Time = 320
trigger18 = Time = 340
trigger19 = Time = 360
trigger20 = Time = 380
trigger21 = Time = 400
trigger22 = Time = 420
trigger23 = Time = 440
trigger24 = Time = 460
trigger25 = Time = 480
anim = 10551
sprpriority = -1
postype = p1
pos = 0,0
scale = 0.4, 0.2
vel = 0, 0
[State 700, エフェクト(煙2)]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 20
trigger3 = Time = 40
trigger4 = Time = 60
trigger5 = Time = 80
trigger6 = Time = 100
trigger7 = Time = 120
trigger8 = Time = 140
trigger9 = Time = 160
trigger10 = Time = 180
trigger11 = Time = 200
trigger12 = Time = 220
trigger13 = Time = 240
trigger14 = Time = 260
trigger15 = Time = 280
trigger16 = Time = 300
trigger17 = Time = 320
trigger18 = Time = 340
trigger19 = Time = 360
trigger20 = Time = 380
trigger21 = Time = 400
trigger22 = Time = 420
trigger23 = Time = 440
trigger24 = Time = 460
trigger25 = Time = 480
anim = 10551
sprpriority = -1
facing = -1
postype = p1
pos = 0,0
scale = 0.4, 0.2
vel = 0, 0
[State 700, 音を鳴らす(風)]
type = PlaySnd
trigger1 = time = 0
value = 781, 0
loop = 1
channel = 21
[State -1, 砂撒き]
type = ChangeState
trigger1 = time = 300
trigger1 = p2bodydist X = [-10,50]
value = 2050
[State 700, ステート変更]
type = ChangeState
trigger1 = time = 300
value = 2130
;ジャンプ
[Statedef 15001]
type = A
movetype= I
physics = A
juggle = 1
poweradd= 10
ctrl = 0
velset = 4,-8
anim = 41
sprpriority = 2
[State 2030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
[State 1750, 打ち返す!]
type = HitOverride
trigger1 = 1
attr = SA, NP, SP, HP
forceair = 1
stateno = 1755
バックジャンプ
[Statedef 15002]
type = A
movetype= I
physics = A
juggle = 1
poweradd= 10
ctrl = 0
velset = -3,-7
anim = 43
sprpriority = 2
[State 2030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
ランニング
[Statedef 15003]
type = S
movetype = I
physics = N
ctrl = 0
velset = 8,0
anim = 100
sprpriority = 1
[State 700, ステート変更]
type = ChangeState
trigger1 = time = 40
value = 11651
;ジャンプ
[Statedef 15004]
type = A
movetype= I
physics = A
juggle = 1
poweradd= 10
ctrl = 0
velset = 5,-7
anim = 41
sprpriority = 2
[State 2030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
;ジャンプ
[Statedef 15005]
type = A
movetype= I
physics = A
juggle = 1
poweradd= 10
ctrl = 0
velset = 3,-8
anim = 41
sprpriority = 2
[State 2030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
ランニング
[Statedef 15006]
type = S
movetype = I
physics = N
ctrl = 0
velset = 8,0
anim = 100
sprpriority = 1
[State 700, ステート変更]
type = ChangeState
trigger1 = time = 120
value = 0
ctrl = 1
;ジャンプ
[Statedef 15007]
type = A
movetype= I
physics = A
juggle = 1
poweradd= 10
ctrl = 0
velset = 5,-7
anim = 41
sprpriority = 2
[State 2030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
;ジャンプ
[Statedef 15008]
type = A
movetype= I
physics = A
juggle = 1
poweradd= 10
ctrl = 0
velset = 4,-8
anim = 41
sprpriority = 2
[State 2030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
[State 1750, 打ち返す!]
type = HitOverride
trigger1 = 1
attr = SA, NP, SP, HP
forceair = 1
stateno = 1755
;ジャンプ
[Statedef 15009]
type = A
movetype= I
physics = A
juggle = 1
poweradd= 10
ctrl = 0
velset = 5,-8
anim = 41
sprpriority = 2
[State 2030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
ランニング
[Statedef 15011]
type = S
movetype = I
physics = N
ctrl = 0
velset = 8,0
anim = 100
sprpriority = 1
[State 700, ステート変更]
type = ChangeState
trigger1 = time = 30
value = 11651
;ジャンプ
[Statedef 15012]
type = A
movetype= I
physics = A
juggle = 1
poweradd= 10
ctrl = 0
velset = 2,-6
anim = 41
sprpriority = 2
[State 2030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
;ジャンプ
[Statedef 15013]
type = A
movetype= I
physics = A
juggle = 1
poweradd= 10
ctrl = 0
velset = 5,-7
anim = 41
sprpriority = 2
[State 2030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
;ジャンプ
[Statedef 15014]
type = A
movetype= I
physics = A
juggle = 1
poweradd= 10
ctrl = 0
velset = 1,-8
anim = 41
sprpriority = 2
[State 2030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
;ランニング
[Statedef 15015]
type = S
movetype = I
physics = N
ctrl = 0
velset = 3,0
anim = 20
sprpriority = 1
[State 700, ステート変更]
type = ChangeState
trigger1 = time = 40
value = 1650
;アッパー
[Statedef 11021]
type = S
movetype= A
physics = N
juggle = 6
poweradd= 20
velset = 0,0
anim = 1020+var(9)
ctrl = 0
sprpriority = 2
[State 1020, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1020, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1020, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1020, 速度乗算]
type = VelMul
trigger1 = 1
x = .85 * ifelse(AnimElemTime(6) < 0, 1, .8)
[State 1020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 1020, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1020, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 0,3
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 10
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
x = 5
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = 3
[State 1020, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = 7
[State 1020, ヒット定義1P]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Facing = 1
attr = S, SA
animtype = diagup
damage = 50
getpower = 0
priority = 4
guardflag = MA
pausetime = 8,7
sparkxy = -10,-60
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-3
airguard.velocity = -1, -3
fall.recover = 0
fall = 1
[State 1020, ヒット定義2P]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Facing = -1
attr = S, SA
animtype = diagup
damage = 50
getpower = 0
priority = 4
guardflag = MA
pausetime = 8,7
sparkxy = -10,-60
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-3
airguard.velocity = -1, -3
fall.recover = 0
fall = 1
[State 1020, バキッ!1Pの1]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 0
anim = 10034
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの2]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 1
anim = 10035
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの3]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 2
anim = 10036
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの4]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 3
anim = 10037
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの1]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 0
anim = 10030
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの2]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 1
anim = 10031
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの3]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 2
anim = 10032
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの4]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 3
anim = 10033
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15005
;アッパー
[Statedef 11022]
type = S
movetype= A
physics = N
juggle = 6
poweradd= 20
velset = 0,0
anim = 1020+var(9)
ctrl = 0
sprpriority = 2
[State 1020, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1020, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1020, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1020, 速度乗算]
type = VelMul
trigger1 = 1
x = .85 * ifelse(AnimElemTime(6) < 0, 1, .8)
[State 1020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 1020, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1020, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 0,3
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 10
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
x = 5
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = 3
[State 1020, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = 7
[State 1020, ヒット定義1P]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Facing = 1
attr = S, SA
animtype = diagup
damage = 50
getpower = 0
priority = 4
guardflag = MA
pausetime = 8,7
sparkxy = -10,-60
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-3
airguard.velocity = -1, -3
fall.recover = 0
fall = 1
[State 1020, ヒット定義2P]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Facing = -1
attr = S, SA
animtype = diagup
damage = 50
getpower = 0
priority = 4
guardflag = MA
pausetime = 8,7
sparkxy = -10,-60
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-3
airguard.velocity = -1, -3
fall.recover = 0
fall = 1
[State 1020, バキッ!1Pの1]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 0
anim = 10034
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの2]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 1
anim = 10035
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの3]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 2
anim = 10036
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの4]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 3
anim = 10037
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの1]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 0
anim = 10030
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの2]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 1
anim = 10031
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの3]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 2
anim = 10032
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの4]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 3
anim = 10033
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = power >= 1000
trigger1 = p2movetype = H
value = 1400
[State 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 13001
ctrl = 1
;残像拳(分岐)
[Statedef 14001]
type = S
ctrl = 0
[State 4000, レッツポージング1]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 0,8
[State 4000, レッツポージング2]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 1
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 1,8
[State 4000, レッツポージング3]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 2
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 2,8
[State 4000, レッツポージング4]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 3
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 3,8
[State 4000, レッツポージング5]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 4
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 4,8
[State 4000, レッツポージング6]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 5
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 5,8
[State 4000, レッツポージング7]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 6
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 6,8
[State 4000, レッツポージング8]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 7
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 7,8
[State 4000, 11・12P時における雌豹を引かないポージング]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo = 11
trigger2 = PalNo = 12
V = 10
Range = 0,7
[State 4000]
type = ChangeState
trigger1 = var(10) = 0
value = 14009
[State 4000]
type = ChangeState
trigger1 = var(10) = 1
value = 14012
[State 4000]
type = ChangeState
trigger1 = var(10) = 2
value = 14002
[State 4000]
type = ChangeState
trigger1 = var(10) = 3
value = 14003
[State 4000]
type = ChangeState
trigger1 = var(10) = 4
value = 14004
[State 4000]
type = ChangeState
trigger1 = var(10) = 5
value = 14005
[State 4000]
type = ChangeState
trigger1 = var(10) = 6
value = 14006
[State 4000]
type = ChangeState
trigger1 = var(10) = 8
value = 14007
[State 4000]
type = ChangeState
trigger1 = var(10) = 7
value = 14008
;残像拳(0)
[Statedef 14009]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 2
[State 4009, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4009, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
anim = 9999
pos = -5, -55
sound = S50, 4
poweradd = -1000
p2defmul = 1
[State 4009, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
anim = 9999
pos = -5, -55
sound = S50, 4
p2defmul = 1
[State 4009, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2
paladd = 40,60,100
timegap = 3
[State 4009, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4009, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State -1, 最速グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 2000
trigger1 = AnimTime = 0
value = 3710
[State -1, 最速正義の刃];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = FrontEdgeDist < 100
trigger1 = life > 300
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 3501
[State -1, スタンガン];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 13601
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 100
value = 15012
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 34001
;残像拳(1)
[Statedef 14012]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4001
ctrl = 0
sprpriority = 2
[State 4001, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4001, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
p2defmul = 1
[State 4001, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
p2defmul = 1
[State 4001, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2
timegap = 2
framegap = 2
trans = add
[State 4001, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4001, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State -1, 最速グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 2000
trigger1 = AnimTime = 0
value = 3710
[State -1, 最速正義の刃];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = FrontEdgeDist < 100
trigger1 = life > 300
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 3501
[State -1, スタンガン];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 13601
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 100
value = 15012
[State 4001, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 34001
;残像拳(2)
[Statedef 14002]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4002
ctrl = 0
sprpriority = 2
[State 4002, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4002, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4002, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4002, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 25,100,0
time = 2
timegap = 3
[State 4002, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4002, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State -1, 最速グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 2000
trigger1 = AnimTime = 0
value = 3710
[State -1, 最速正義の刃];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = FrontEdgeDist < 100
trigger1 = life > 300
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 3501
[State -1, スタンガン];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 13601
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 100
value = 15012
[State 4002, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 34001
;残像拳(3)
[Statedef 14003]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4003
ctrl = 0
sprpriority = 2
[State 4003, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4003, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4003, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4003, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,255,0
time = 2
framegap = 10
[State 4003, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4003, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State -1, 最速グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 2000
trigger1 = AnimTime = 0
value = 3710
[State -1, 最速正義の刃];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = FrontEdgeDist < 100
trigger1 = life > 300
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 3501
[State -1, スタンガン];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 13601
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 100
value = 15012
[State 4003, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 34001
;残像拳(4)
[Statedef 14004]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4004
ctrl = 0
sprpriority = 2
[State 4004, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4004, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4004, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4004, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,0,0
time = 2
paladd = 255,255,255
[State 4004, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4004, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State -1, 最速グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 2000
trigger1 = AnimTime = 0
value = 3710
[State -1, 最速正義の刃];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = FrontEdgeDist < 100
trigger1 = life > 300
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 3501
[State -1, スタンガン];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 13601
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 100
value = 15012
[State 4004, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 34001
;残像拳(5)
[Statedef 14005]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4005
ctrl = 0
sprpriority = 2
[State 4005, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4005, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4005, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4005, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,0,0
paladd = 0,0,0
time = 2
framegap = 4
palcolor = 0
length = 60
[State 4005, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4005, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State -1, 最速グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 2000
trigger1 = AnimTime = 0
value = 3710
[State -1, 最速正義の刃];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = FrontEdgeDist < 100
trigger1 = life > 300
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 3501
[State -1, スタンガン];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 13601
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 100
value = 15012
[State 4005, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 34001
;残像拳(6)
[Statedef 14006]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4006
ctrl = 0
sprpriority = 2
[State 4006, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4006, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4006, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4006, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,125,0
time = 2
trans = sub
[State 4006, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4006, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State -1, 最速グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 2000
trigger1 = AnimTime = 0
value = 3710
[State -1, 最速正義の刃];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = FrontEdgeDist < 100
trigger1 = life > 300
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 3501
[State -1, スタンガン];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 13601
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 100
value = 15012
[State 4006, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 34001
;残像拳(7)
[Statedef 14007]
type = S
movetype= H
physics = S
juggle = 4
velset = 0,0
anim = 4007
ctrl = 0
sprpriority = 2
[State 4007, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4007, 呪われし目豹のポーズフレーム]
type = RemoveExplod
trigger1 = time = 0
var(4) = 5
ID = 4763
[State 4007, 呪われし目豹のポーズグラス]
type = RemoveExplod
trigger1 = time = 0
ID = 4764
[State 4007, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4007, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4007, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2
palcontrast = 255,0,0
[State 4007, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4007, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State -1, 最速グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 2000
trigger1 = AnimTime = 0
value = 3710
[State -1, 最速正義の刃];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = FrontEdgeDist < 100
trigger1 = life > 300
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 3501
[State -1, スタンガン];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 13601
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 100
value = 15012
[State 4007, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 34001
;残像拳(8)
[Statedef 14008]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4008
ctrl = 0
sprpriority = 2
[State 4009, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4008, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4008, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4008, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 255,255,255
time = 2
framegap = 4
[State 4008, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4008, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State -1, 最速グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 2000
trigger1 = AnimTime = 0
value = 3710
[State -1, 最速正義の刃];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = FrontEdgeDist < 100
trigger1 = life > 300
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 3501
[State -1, スタンガン];ゲージレベル1
type = ChangeState
trigger1 = p2bodydist X < 30
trigger1 = power >= 1000
trigger1 = AnimTime = 0
value = 13601
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 100
value = 15012
[State 4008, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 34001
;立ち弱キック
[Statedef 10231]
type = S
movetype= A
physics = S
juggle = 2
poweradd= 18
ctrl = 0
velset = 0,0
anim = 230+var(9)
sprpriority = 2
[State 230, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 230, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 230, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1
[State 230, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 230, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 230, ピシィ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 230, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Light
damage = 24
guardflag = MA
pausetime = 12,12
sparkno = s10010
guard.sparkno = s10070
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Light
damage = 26
guardflag = MA
pausetime = 12,12
sparkno = s10011
guard.sparkno = s10070
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Light
damage = 22
guardflag = MA
pausetime = 12,12
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Light
damage = 28
guardflag = MA
pausetime = 12,12
sparkno = s10013
guard.sparkno = s10070
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Light
damage = 20
guardflag = MA
pausetime = 12,12
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Light
damage = 30
guardflag = MA
pausetime = 12,12
sparkno = s10053
guard.sparkno = s10070
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Light
damage = 24
guardflag = MA
pausetime = 12,12
sparkno = s10014
guard.sparkno = s10071
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Light
damage = 26
guardflag = MA
pausetime = 12,12
sparkno = s10015
guard.sparkno = s10071
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Light
damage = 22
guardflag = MA
pausetime = 12,12
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Light
damage = 28
guardflag = MA
pausetime = 12,12
sparkno = s10017
guard.sparkno = s10071
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Light
damage = 20
guardflag = MA
pausetime = 12,12
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Light
damage = 30
guardflag = MA
pausetime = 12,12
sparkno = s10057
guard.sparkno = s10071
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;立ち強キック
[Statedef 10241]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 32
ctrl = 0
velset = 0,0
anim = 240+var(9)
sprpriority = 2
[State 240, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 240, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 240, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 240, 音を鳴らす(攻撃2)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 1
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 240, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 240, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 240, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Medium
damage = 65
guardflag = MA
pausetime = 12,12
sparkno = s10020
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Medium
damage = 71
guardflag = MA
pausetime = 12,12
sparkno = s10021
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Medium
damage = 61
guardflag = MA
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Medium
damage = 75
guardflag = MA
pausetime = 12,12
sparkno = s10023
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Medium
damage = 56
guardflag = MA
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Medium
damage = 82
guardflag = MA
pausetime = 12,12
sparkno = s10053
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Medium
damage = 65
guardflag = MA
pausetime = 12,12
sparkno = s10024
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Medium
damage = 71
guardflag = MA
pausetime = 12,12
sparkno = s10025
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Medium
damage = 61
guardflag = MA
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Medium
damage = 75
guardflag = MA
pausetime = 12,12
sparkno = s10027
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Medium
damage = 56
guardflag = MA
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Medium
damage = 82
guardflag = MA
pausetime = 12,12
sparkno = s10057
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11011
;ストレート
[Statedef 11011]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 35
velset = 0,0
anim = 1000+var(9)
ctrl = 0
sprpriority = 2
[State 1000, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1000, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1000, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 1000, 音を鳴らす(攻撃3)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 2
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1000, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1000, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 20
[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
x = 10
[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 5
[State 1000, 移動速度]
type = VelSet
trigger1 = AnimElem = 5
x = 4
[State 1000, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10030
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10031
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10032
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10033
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10032
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10063
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10034
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10035
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10036
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10037
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10036
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10067
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2stateno = [150,190]
value = 15002
[State 2050, ステート変更鈍器]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 100
value = 13001
[State -1, スピードアップポーション];ゲージレベル0
type = ChangeState
trigger1 = var(9) = 0
trigger1 = AnimTime = 0
value = 20000
[State -1, ハイスピードポーション];ゲージレベル0
type = ChangeState
trigger1 = var(9) = 1
trigger1 = life < 100
trigger1 = AnimTime = 0
value = 20010
[State -1, バーサークポーション使用];ゲージレベル1
type = ChangeState
trigger1 = var(9) = 2
trigger1 = life < 100
trigger1 = power >= 1000
value = 20020
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1300
;しゃがみ弱パンチ
[Statedef 10401]
type = C
movetype= A
physics = C
juggle = 3
poweradd= 10
ctrl = 0
anim = 403
sprpriority = 2
facep2 = 1
[State 400, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 400, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 400, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0
[State 400, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 400, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 400, ピシィ!分岐]
Type = VarRandom
trigger1 = PalNo != 11
trigger1 = PalNo != 12
Trigger1 = Time = 0
V = 4
Range = 0,5
[State 400, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = C, NA
damage = 17
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10010
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = C, NA
damage = 19
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10011
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = C, NA
damage = 16
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = C, NA
damage = 20
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10013
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = C, NA
damage = 14
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = C, NA
damage = 22
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10043
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = C, NA
damage = 17
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10014
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = C, NA
damage = 19
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10015
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = C, NA
damage = 16
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = C, NA
damage = 20
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10017
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = C, NA
damage = 14
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = C, NA
damage = 22
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10047
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 400, コントロール]
type = CtrlSet
trigger1 = Time = 5
value = 1
[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;しゃがみ強パンチ
[Statedef 10411]
type = C
movetype= A
physics = C
juggle = 4
poweradd= 25
ctrl = 0
anim = 410+var(9)
sprpriority = 2
[State 410, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 410, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 410, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 410, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 410, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 410, ドカッ!分岐]
Type = VarRandom
trigger1 = PalNo != 11
trigger1 = PalNo != 12
Trigger1 = Time = 0
V = 4
Range = 0,5
[State 410, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = C, NA
damage = 43
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s10020
guard.sparkno = s10070
sparkxy = -10,-55
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
air.velocity = -3,-4
[State 410, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = C, NA
damage = 47
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s10021
guard.sparkno = s10070
sparkxy = -10,-55
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
air.velocity = -3,-4
[State 410, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = C, NA
damage = 40
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-55
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
air.velocity = -3,-4
[State 410, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = C, NA
damage = 50
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s10023
guard.sparkno = s10070
sparkxy = -10,-55
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
air.velocity = -3,-4
[State 410, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = C, NA
damage = 37
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-55
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
air.velocity = -3,-4
[State 410, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = C, NA
damage = 54
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s10053
guard.sparkno = s10070
sparkxy = -10,-55
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
air.velocity = -3,-4
[State 410, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = C, NA
damage = 43
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s10024
guard.sparkno = s10071
sparkxy = -10,-55
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
air.velocity = -3,-4
[State 410, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = C, NA
damage = 47
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s10025
guard.sparkno = s10071
sparkxy = -10,-55
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
air.velocity = -3,-4
[State 410, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = C, NA
damage = 40
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-55
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
air.velocity = -3,-4
[State 410, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = C, NA
damage = 50
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s10027
guard.sparkno = s10071
sparkxy = -10,-55
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
air.velocity = -3,-4
[State 410, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = C, NA
damage = 37
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-55
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
air.velocity = -3,-4
[State 410, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = C, NA
damage = 54
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s10057
guard.sparkno = s10071
sparkxy = -10,-55
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
air.velocity = -3,-4
[State 410, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;アッパー
[Statedef 11023]
type = S
movetype= A
physics = N
juggle = 6
poweradd= 20
velset = 0,0
anim = 1020+var(9)
ctrl = 0
sprpriority = 2
[State 1020, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1020, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1020, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1020, 速度乗算]
type = VelMul
trigger1 = 1
x = .85 * ifelse(AnimElemTime(6) < 0, 1, .8)
[State 1020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 1020, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1020, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 0,3
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 10
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
x = 5
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = 3
[State 1020, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = 7
[State 1020, ヒット定義1P]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Facing = 1
attr = S, SA
animtype = diagup
damage = 50
getpower = 0
priority = 4
guardflag = MA
pausetime = 8,7
sparkxy = -10,-60
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-3
airguard.velocity = -1, -3
fall.recover = 0
fall = 1
[State 1020, ヒット定義2P]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Facing = -1
attr = S, SA
animtype = diagup
damage = 50
getpower = 0
priority = 4
guardflag = MA
pausetime = 8,7
sparkxy = -10,-60
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-3
airguard.velocity = -1, -3
fall.recover = 0
fall = 1
[State 1020, バキッ!1Pの1]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 0
anim = 10034
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの2]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 1
anim = 10035
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの3]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 2
anim = 10036
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの4]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 3
anim = 10037
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの1]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 0
anim = 10030
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの2]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 1
anim = 10031
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの3]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 2
anim = 10032
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの4]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 3
anim = 10033
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1= life > 800
value = 15005
[State 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 10231
;ジャンプ弱キック
[Statedef 10631]
type = A
movetype= A
physics = A
juggle = 2
poweradd= 10
ctrl = 0
anim = 630+var(9)
sprpriority = 2
[State 630, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 630, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 630, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0
[State 630, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 630, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 630, ピシィ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 630, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = A, NA
damage = 17
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s10010
guard.sparkno = s10070
sparkxy = -5,-35
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -4
air.velocity = -2,-3
[State 630, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = A, NA
damage = 19
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s10011
guard.sparkno = s10070
sparkxy = -5,-35
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -4
air.velocity = -2,-3
[State 630, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = A, NA
damage = 16
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s10012
guard.sparkno = s10070
sparkxy = -5,-35
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -4
air.velocity = -2,-3
[State 630, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = A, NA
damage = 20
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s10013
guard.sparkno = s10070
sparkxy = -5,-35
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -4
air.velocity = -2,-3
[State 630, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = A, NA
damage = 15
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s10012
guard.sparkno = s10070
sparkxy = -5,-35
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -4
air.velocity = -2,-3
[State 630, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = A, NA
damage = 22
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s10043
guard.sparkno = s10070
sparkxy = -5,-35
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -4
air.velocity = -2,-3
[State 630, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = A, NA
damage = 17
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s10014
guard.sparkno = s10071
sparkxy = -5,-35
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -4
air.velocity = -2,-3
[State 630, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = A, NA
damage = 19
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s10015
guard.sparkno = s10071
sparkxy = -5,-35
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -4
air.velocity = -2,-3
[State 630, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = A, NA
damage = 16
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s10016
guard.sparkno = s10071
sparkxy = -5,-35
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -4
air.velocity = -2,-3
[State 630, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = A, NA
damage = 20
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s10017
guard.sparkno = s10071
sparkxy = -5,-35
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -4
air.velocity = -2,-3
[State 630, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = A, NA
damage = 15
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s10016
guard.sparkno = s10071
sparkxy = -5,-35
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -4
air.velocity = -2,-3
[State 630, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = A, NA
damage = 22
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s10047
guard.sparkno = s10071
sparkxy = -5,-35
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -4
air.velocity = -2,-3
[State 630, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
;ジャンプ強キック
[Statedef 10641]
type = A
movetype= A
physics = A
juggle = 3
poweradd= 35
ctrl = 0
anim = 640+var(9)
sprpriority = 2
[State 640, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 640, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 640, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 640, 音を鳴らす(攻撃2)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 1
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 640, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 640, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 640, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = A, NA
damage = 48
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10020
guard.sparkno = s10070
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = A, NA
damage = 52
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10021
guard.sparkno = s10070
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = A, NA
damage = 45
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = A, NA
damage = 55
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10023
guard.sparkno = s10070
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = A, NA
damage = 42
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = A, NA
damage = 60
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10053
guard.sparkno = s10070
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = A, NA
damage = 48
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10024
guard.sparkno = s10071
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = A, NA
damage = 52
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10025
guard.sparkno = s10071
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = A, NA
damage = 45
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = A, NA
damage = 55
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10027
guard.sparkno = s10071
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = A, NA
damage = 42
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = A, NA
damage = 60
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10057
guard.sparkno = s10071
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
;ジャンプ強キック
[Statedef 20641]
type = A
movetype= A
physics = A
juggle = 3
poweradd= 35
ctrl = 0
anim = 640+var(9)
sprpriority = 2
[State 640, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 640, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 640, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 640, 音を鳴らす(攻撃2)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 5
value = 400+var(16), 1
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 640, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 640, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 640, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = A, NA
damage = 48
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10020
guard.sparkno = s10070
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = A, NA
damage = 52
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10021
guard.sparkno = s10070
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = A, NA
damage = 45
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = A, NA
damage = 55
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10023
guard.sparkno = s10070
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = A, NA
damage = 42
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = A, NA
damage = 60
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10053
guard.sparkno = s10070
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = A, NA
damage = 48
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10024
guard.sparkno = s10071
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = A, NA
damage = 52
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10025
guard.sparkno = s10071
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = A, NA
damage = 45
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = A, NA
damage = 55
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10027
guard.sparkno = s10071
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = A, NA
damage = 42
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = A, NA
damage = 60
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10057
guard.sparkno = s10071
sparkxy = -10,-40
hitsound = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
[State 640, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
;エア投石
[Statedef 11351]
type = A
movetype= A
physics = A
poweradd= 40
anim = 4700+var(9)
ctrl = 0
sprpriority = 2
[State 1350, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1350, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1350, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1350, 変数]
type = VarSet
trigger1 = Time = 0
v = 6
value = (command = "y")
[State 1350, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0)
player = 30,0
edge = 48,0
[State 1350, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 0
[State 1350, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1350, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1350, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1350, 石1P-1]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, SP
damage = 61, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(4+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10080
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石1P-2]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, SP
damage = 69, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(4+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10081
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石1P-3]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, SP
damage = 58, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(4+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10082
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石1P-4]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, SP
damage = 72, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(4+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10083
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石1P-5]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, SP
damage = 54, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(4+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10082
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石1P-6]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, SP
damage = 78, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(4+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10088
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石2P-1]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, SP
damage = 61, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(4+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10084
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石2P-2]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, SP
damage = 69, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(4+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10085
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石2P-3]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, SP
damage = 58, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(4+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10086
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石2P-4]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, SP
damage = 72, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(4+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10087
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石2P-5]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, SP
damage = 54, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(4+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10086
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石2P-6]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, SP
damage = 78, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(4+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10089
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
;エア投石
[Statedef 21351]
type = A
movetype= A
physics = A
poweradd= 40
anim = 4700+var(9)
ctrl = 0
sprpriority = 2
[State 1350, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1350, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1350, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1350, 変数]
type = VarSet
trigger1 = Time = 0
v = 6
value = (command = "y")
[State 1350, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0)
player = 30,0
edge = 48,0
[State 1350, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 0
[State 1350, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1350, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1350, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1350, 石1P-1]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, SP
damage = 61, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(2+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10080
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石1P-2]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, SP
damage = 69, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(3+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10081
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石1P-3]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, SP
damage = 58, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(4+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10082
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石1P-4]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, SP
damage = 72, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(5+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10083
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石1P-5]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, SP
damage = 54, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(6+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10082
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石1P-6]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, SP
damage = 78, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(7+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10088
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石2P-1]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, SP
damage = 61, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(1+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10084
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石2P-2]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, SP
damage = 69, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(2+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10085
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石2P-3]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, SP
damage = 58, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(3+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10086
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石2P-4]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, SP
damage = 72, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(4+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10087
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石2P-5]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, SP
damage = 54, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(5+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10086
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1350, 石2P-6]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, SP
damage = 78, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = ceil(6+var(6)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10089
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
;しゃがみ強キック
[Statedef 10441]
type = C
movetype= A
physics = C
juggle = 3
poweradd= 38
ctrl = 0
anim = 440+var(9)
sprpriority = 2
[State 440, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 440, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 440, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 440, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
[State 440, 音を鳴らす(攻撃2)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 1
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 440, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 440, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 440, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = C, NA
damage = 69
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10020
guard.sparkno = s10070
sparkxy = -5,-10
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0
[State 440, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = C, NA
damage = 75
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10021
guard.sparkno = s10070
sparkxy = -5,-10
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0
[State 440, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = C, NA
damage = 65
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -5,-10
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0
[State 440, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = C, NA
damage = 79
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10023
guard.sparkno = s10070
sparkxy = -5,-10
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0
[State 440, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = C, NA
damage = 60
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -5,-10
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0
[State 440, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = C, NA
damage = 87
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10053
guard.sparkno = s10070
sparkxy = -5,-10
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0
[State 440, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = C, NA
damage = 69
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10024
guard.sparkno = s10071
sparkxy = -5,-10
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0
[State 440, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = C, NA
damage = 75
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10025
guard.sparkno = s10071
sparkxy = -5,-10
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0
[State 440, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = C, NA
damage = 65
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -5,-10
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0
[State 440, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = C, NA
damage = 79
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10027
guard.sparkno = s10071
sparkxy = -5,-10
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0
[State 440, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = C, NA
damage = 60
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -5,-10
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0
[State 440, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = C, NA
damage = 87
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10057
guard.sparkno = s10071
sparkxy = -5,-10
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0
[State 440, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 440, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 10
x = 7 ;X軸を前方に25ピクセル移動させる
;残像拳(分岐)
[Statedef 14021]
type = S
ctrl = 0
[State 4000, レッツポージング1]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 0,8
[State 4000, レッツポージング2]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 1
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 1,8
[State 4000, レッツポージング3]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 2
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 2,8
[State 4000, レッツポージング4]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 3
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 3,8
[State 4000, レッツポージング5]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 4
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 4,8
[State 4000, レッツポージング6]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 5
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 5,8
[State 4000, レッツポージング7]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 6
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 6,8
[State 4000, レッツポージング8]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 7
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 7,8
[State 4000, 11・12P時における雌豹を引かないポージング]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo = 11
trigger2 = PalNo = 12
V = 10
Range = 0,7
[State 4000]
type = ChangeState
trigger1 = var(10) = 0
value = 14029
[State 4000]
type = ChangeState
trigger1 = var(10) = 1
value = 14031
[State 4000]
type = ChangeState
trigger1 = var(10) = 2
value = 14022
[State 4000]
type = ChangeState
trigger1 = var(10) = 3
value = 14023
[State 4000]
type = ChangeState
trigger1 = var(10) = 4
value = 14024
[State 4000]
type = ChangeState
trigger1 = var(10) = 5
value = 14025
[State 4000]
type = ChangeState
trigger1 = var(10) = 6
value = 14026
[State 4000]
type = ChangeState
trigger1 = var(10) = 8
value = 14027
[State 4000]
type = ChangeState
trigger1 = var(10) = 7
value = 14028
;残像拳(0)
[Statedef 14029]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 2
[State 4009, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4009, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
anim = 9999
pos = -5, -55
sound = S50, 4
poweradd = -1000
p2defmul = 1
[State 4009, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
anim = 9999
pos = -5, -55
sound = S50, 4
p2defmul = 1
[State 4009, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2
paladd = 40,60,100
timegap = 3
[State 4009, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4009, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 13711
;残像拳(1)
[Statedef 14031]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4001
ctrl = 0
sprpriority = 2
[State 4001, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4001, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
p2defmul = 1
[State 4001, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
p2defmul = 1
[State 4001, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2
timegap = 2
framegap = 2
trans = add
[State 4001, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4001, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4001, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 13711
;残像拳(2)
[Statedef 14022]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4002
ctrl = 0
sprpriority = 2
[State 4002, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4002, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4002, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4002, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 25,100,0
time = 2
timegap = 3
[State 4002, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4002, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4002, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 13711
;残像拳(3)
[Statedef 14023]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4003
ctrl = 0
sprpriority = 2
[State 4003, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4003, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4003, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4003, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,255,0
time = 2
framegap = 10
[State 4003, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4003, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4003, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 13711
;残像拳(4)
[Statedef 14024]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4004
ctrl = 0
sprpriority = 2
[State 4004, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4004, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4004, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4004, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,0,0
time = 2
paladd = 255,255,255
[State 4004, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4004, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4004, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 13711
;残像拳(5)
[Statedef 14025]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4005
ctrl = 0
sprpriority = 2
[State 4005, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4005, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4005, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4005, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,0,0
paladd = 0,0,0
time = 2
framegap = 4
palcolor = 0
length = 60
[State 4005, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4005, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4005, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 13711
;残像拳(6)
[Statedef 14026]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4006
ctrl = 0
sprpriority = 2
[State 4006, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4006, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4006, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4006, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,125,0
time = 2
trans = sub
[State 4006, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4006, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4006, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 13711
;残像拳(7)
[Statedef 14027]
type = S
movetype= H
physics = S
juggle = 4
velset = 0,0
anim = 4007
ctrl = 0
sprpriority = 2
[State 4007, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4007, 呪われし目豹のポーズフレーム]
type = RemoveExplod
trigger1 = time = 0
var(4) = 5
ID = 4763
[State 4007, 呪われし目豹のポーズグラス]
type = RemoveExplod
trigger1 = time = 0
ID = 4764
[State 4007, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4007, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4007, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2
palcontrast = 255,0,0
[State 4007, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4007, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4007, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 13711
;残像拳(8)
[Statedef 14028]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4008
ctrl = 0
sprpriority = 2
[State 4009, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4008, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4008, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4008, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 255,255,255
time = 2
framegap = 4
[State 4008, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4008, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4008, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 13711
;最速グランドスラム【鈍器】
[Statedef 13711]
type = S
movetype= A
physics = S
juggle = 1
poweradd= 0
velset = 0,0
anim = 3710+var(9)
ctrl = 0
sprpriority = 2
[State 3710, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 3710, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 3710, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 3710, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 0, 4
[State 3710, 音を鳴らす(ガッキィーン!)]
type = PlaySnd
trigger1 = time = 0
value = 400, 27
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 3710, ちょっとだけ無敵になりたい]
type = NotHitBy
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
value = SCA,NA
time = 3
[State 3710, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = time = 0
anim = 9999
pos = -5, -55
sound = S50, 4
poweradd = -2000
p2defmul = 1
[State 3710, ヒット定義1P]
type = HitDef
trigger1 = time = 0
trigger1 = Facing = 1
attr = S, NA
animtype = diagup
damage = 400, 40
priority = 5
hitflag = MAF
guardflag = MA
sparkno = s10075
guard.sparkno = s10070
sparkxy = -10,-60
pausetime = 35,35
hitsound = S20,6
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -20,-6
air.velocity = -20,-4
fall.recover = 0
fall = 1
envshake.time = 40
envshake.freq = 15
envshake.ampl = 15
envshake.phase = 15
[State 3710, ヒット定義2P]
type = HitDef
trigger1 = time = 0
trigger1 = Facing = -1
attr = S, NA
animtype = diagup
damage = 400, 40
priority = 5
hitflag = MAF
guardflag = MA
sparkno = s10076
guard.sparkno = s10071
sparkxy = -10,-60
pausetime = 35,35
hitsound = S20,6
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -20,-6
air.velocity = -20,-4
fall.recover = 0
fall = 1
envshake.time = 40
envshake.freq = 15
envshake.ampl = 15
envshake.phase = 15
[State 3710, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;アッパー
[Statedef 10211]
type = S
movetype= A
physics = N
juggle = 6
poweradd= 20
velset = 0,0
anim = 1020+var(9)
ctrl = 0
sprpriority = 2
[State 1020, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1020, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1020, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1020, 速度乗算]
type = VelMul
trigger1 = 1
x = .85 * ifelse(AnimElemTime(6) < 0, 1, .8)
[State 1020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 1020, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1020, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 0,3
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 10
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
x = 5
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = 3
[State 1020, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = 7
[State 1020, ヒット定義1P]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Facing = 1
attr = S, SA
animtype = diagup
damage = 50
getpower = 0
priority = 4
guardflag = MA
pausetime = 8,7
sparkxy = -10,-60
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-3
airguard.velocity = -1, -3
fall.recover = 0
fall = 1
[State 1020, ヒット定義2P]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Facing = -1
attr = S, SA
animtype = diagup
damage = 50
getpower = 0
priority = 4
guardflag = MA
pausetime = 8,7
sparkxy = -10,-60
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-3
airguard.velocity = -1, -3
fall.recover = 0
fall = 1
[State 1020, バキッ!1Pの1]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 0
anim = 10034
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの2]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 1
anim = 10035
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの3]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 2
anim = 10036
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの4]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 3
anim = 10037
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの1]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 0
anim = 10030
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの2]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 1
anim = 10031
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの3]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 2
anim = 10032
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの4]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 3
anim = 10033
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 10212
;ストレート
[Statedef 10212]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 35
velset = 0,0
anim = 1000+var(9)
ctrl = 0
sprpriority = 2
[State 1000, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1000, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1000, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 1000, 音を鳴らす(攻撃3)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 2
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1000, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1000, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 20
[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
x = 10
[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 5
[State 1000, 移動速度]
type = VelSet
trigger1 = AnimElem = 5
x = 4
[State 1000, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10030
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10031
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10032
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10033
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10032
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10063
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10034
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10035
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10036
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10037
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10036
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10067
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 10214
;ダッシュキック
[Statedef 10214]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 40
velset = 0,0
anim = 3020+var(9)
ctrl = 0
sprpriority = 2
[State 3020, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 3020, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 3020, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 3020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3
[State 3020, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 3020, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 3020, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 3020, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 55
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10030
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 61
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10031
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 52
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10032
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 64
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10033
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 48
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10032
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 70
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10063
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 55
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10034
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 61
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10035
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 52
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10036
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 64
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10037
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 48
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10036
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 70
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10067
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 6
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 7
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 8
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 9
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 10
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 11
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 12
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 13
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 20
x = 35
[State 3020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;立ち弱キック
[Statedef 10215]
type = S
movetype= A
physics = S
juggle = 2
poweradd= 18
ctrl = 0
velset = 0,0
anim = 230+var(9)
sprpriority = 2
[State 230, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 230, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 230, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1
[State 230, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 230, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 230, ピシィ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 230, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Light
damage = 24
guardflag = MA
pausetime = 12,12
sparkno = s10010
guard.sparkno = s10070
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Light
damage = 26
guardflag = MA
pausetime = 12,12
sparkno = s10011
guard.sparkno = s10070
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Light
damage = 22
guardflag = MA
pausetime = 12,12
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Light
damage = 28
guardflag = MA
pausetime = 12,12
sparkno = s10013
guard.sparkno = s10070
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Light
damage = 20
guardflag = MA
pausetime = 12,12
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Light
damage = 30
guardflag = MA
pausetime = 12,12
sparkno = s10053
guard.sparkno = s10070
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Light
damage = 24
guardflag = MA
pausetime = 12,12
sparkno = s10014
guard.sparkno = s10071
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Light
damage = 26
guardflag = MA
pausetime = 12,12
sparkno = s10015
guard.sparkno = s10071
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Light
damage = 22
guardflag = MA
pausetime = 12,12
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Light
damage = 28
guardflag = MA
pausetime = 12,12
sparkno = s10017
guard.sparkno = s10071
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Light
damage = 20
guardflag = MA
pausetime = 12,12
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Light
damage = 30
guardflag = MA
pausetime = 12,12
sparkno = s10057
guard.sparkno = s10071
sparkxy = -10,-37
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -2
air.velocity = -2.5,-3.5
[State 230, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;立ち強キック
[Statedef 10216]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 32
ctrl = 0
velset = 0,0
anim = 240+var(9)
sprpriority = 2
[State 240, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 240, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 240, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 240, 音を鳴らす(攻撃2)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 1
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 240, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 240, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 240, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Medium
damage = 65
guardflag = MA
pausetime = 12,12
sparkno = s10020
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Medium
damage = 71
guardflag = MA
pausetime = 12,12
sparkno = s10021
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Medium
damage = 61
guardflag = MA
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Medium
damage = 75
guardflag = MA
pausetime = 12,12
sparkno = s10023
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Medium
damage = 56
guardflag = MA
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Medium
damage = 82
guardflag = MA
pausetime = 12,12
sparkno = s10053
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Medium
damage = 65
guardflag = MA
pausetime = 12,12
sparkno = s10024
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Medium
damage = 71
guardflag = MA
pausetime = 12,12
sparkno = s10025
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Medium
damage = 61
guardflag = MA
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Medium
damage = 75
guardflag = MA
pausetime = 12,12
sparkno = s10027
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Medium
damage = 56
guardflag = MA
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Medium
damage = 82
guardflag = MA
pausetime = 12,12
sparkno = s10057
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
air.hittime = 25
fall.recover = 0
[State 240, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2stateno = [150,190]
trigger1 = power >= 2000
trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
trigger1 = p2bodydist X = [-10,10]
value = 6000
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2stateno = [150,190]
value = 15002
[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 10217
;ストレート
[Statedef 10217]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 35
velset = 0,0
anim = 1000+var(9)
ctrl = 0
sprpriority = 2
[State 1000, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1000, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1000, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 1000, 音を鳴らす(攻撃3)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 2
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1000, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1000, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 20
[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
x = 10
[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 5
[State 1000, 移動速度]
type = VelSet
trigger1 = AnimElem = 5
x = 4
[State 1000, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10030
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10031
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10032
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10033
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10032
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10063
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10034
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10035
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10036
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10037
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10036
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10067
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2stateno = [150,190]
value = 15002
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist > 100
value = 1350
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 10451
;鈍器強ベース
[Statedef 10451]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 35
velset = 0,0
anim = 1450+var(9)
ctrl = 0
sprpriority = 2
[State 1450, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1450, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1450, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1450, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0, 3
[State 1450, 音を鳴らす(攻撃6)]
type = PlaySnd
triggerall = AnimElem = 10
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 5
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1450, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1450, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1450, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0)
player = 30,0
edge = 48,0
[State 1450, スーパーアーマー認識用変数その1]
type = VarSet
trigger1 = AnimElem = 1
var(7) = 1
[State 1450, スーパーアーマー認識用変数その2]
type = VarSet
trigger1 = AnimElem = 2
var(7) = 2
[State 1450, スーパーアーマー認識用変数その3]
type = VarSet
trigger1 = AnimElem = 3
var(7) = 3
[State 1450, スーパーアーマー認識用変数その4]
type = VarSet
trigger1 = AnimElem = 4
var(7) = 4
[State 1450, スーパーアーマー認識用変数その5]
type = VarSet
trigger1 = AnimElem = 5
var(7) = 5
[State 1450, スーパーアーマー認識用変数その6]
type = VarSet
trigger1 = AnimElem = 6
var(7) = 6
[State 1450, スーパーアーマー認識用変数その7]
type = VarSet
trigger1 = AnimElem = 7
var(7) = 7
[State 1450, スーパーアーマー認識用変数その8]
type = VarSet
trigger1 = AnimElem = 8
var(7) = 8
[State 1450, スーパーアーマー認識用変数その9]
type = VarSet
trigger1 = AnimElem = 9
var(7) = 9
[State 1450, スーパーアーマー認識用変数その10]
type = VarSet
trigger1 = AnimElem = 10
var(7) = 10
[State 1450, スーパーアーマー認識用変数その11]
type = VarSet
trigger1 = AnimElem = 11
var(7) = 11
[State 1450, スーパーアーマー認識用変数その12]
type = VarSet
trigger1 = AnimElem = 12
var(7) = 12
[State 1450, スーパーアーマー認識用変数その13]
type = VarSet
trigger1 = AnimElem = 13
var(7) = 13
[State 1450, スーパーアーマー認識用変数その14]
type = VarSet
trigger1 = AnimElem = 14
var(7) = 14
[State 1450, スーパーアーマー認識用変数その15]
type = VarSet
trigger1 = AnimElem = 15
var(7) = 15
[State 1450, スーパーアーマー認識用変数その16]
type = VarSet
trigger1 = AnimElem = 16
var(7) = 16
[State 1450, スーパーアーマー認識用変数リセット]
type = VarSet
trigger1 = AnimTime = 0
var(7) = 0
[State 1450, スーパーアーマー1]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 1
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1450
time = 4
[State 1450, スーパーアーマー2]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 2
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1451
time = 4
[State 1450, スーパーアーマー3]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 3
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1452
time = 4
[State 1450, スーパーアーマー4]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 4
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1453
time = 4
[State 1450, スーパーアーマー5]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 5
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1454
time = 4
[State 1450, スーパーアーマー6]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 6
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1455
time = 4
[State 1450, スーパーアーマー7]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 7
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1456
time = 4
[State 1450, スーパーアーマー8]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 8
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1457
time = 4
[State 1450, スーパーアーマー9]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 9
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1458
time = 4
[State 1450, スーパーアーマー10]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 10
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1459
time = 4
[State 1450, スーパーアーマー11]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 11
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1460
time = 4
[State 1450, スーパーアーマー12]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 12
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1461
time = 4
[State 1450, スーパーアーマー13]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 13
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1462
time = 4
[State 1450, スーパーアーマー14]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 14
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1463
time = 4
[State 1450, スーパーアーマー15]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 15
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1464
time = 4
[State 1450, スーパーアーマー16]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 16
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1465
[State 1450, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 171, 17
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10080
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 189, 18
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10081
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 162, 16
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 198, 19
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10083
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 144, 14
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 216, 21
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10088
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 171, 17
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10084
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 189, 18
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10085
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 162, 16
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 198, 19
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10087
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 144, 14
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 216, 21
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10089
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2stateno = [150,190]
value = 15002
[State 1450, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 10452
;鈍器強ベース
[Statedef 10452]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 35
velset = 0,0
anim = 1450+var(9)
ctrl = 0
sprpriority = 2
[State 1450, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1450, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1450, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1450, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0, 3
[State 1450, 音を鳴らす(攻撃6)]
type = PlaySnd
triggerall = AnimElem = 10
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 5
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1450, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1450, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1450, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0)
player = 30,0
edge = 48,0
[State 1450, スーパーアーマー認識用変数その1]
type = VarSet
trigger1 = AnimElem = 1
var(7) = 1
[State 1450, スーパーアーマー認識用変数その2]
type = VarSet
trigger1 = AnimElem = 2
var(7) = 2
[State 1450, スーパーアーマー認識用変数その3]
type = VarSet
trigger1 = AnimElem = 3
var(7) = 3
[State 1450, スーパーアーマー認識用変数その4]
type = VarSet
trigger1 = AnimElem = 4
var(7) = 4
[State 1450, スーパーアーマー認識用変数その5]
type = VarSet
trigger1 = AnimElem = 5
var(7) = 5
[State 1450, スーパーアーマー認識用変数その6]
type = VarSet
trigger1 = AnimElem = 6
var(7) = 6
[State 1450, スーパーアーマー認識用変数その7]
type = VarSet
trigger1 = AnimElem = 7
var(7) = 7
[State 1450, スーパーアーマー認識用変数その8]
type = VarSet
trigger1 = AnimElem = 8
var(7) = 8
[State 1450, スーパーアーマー認識用変数その9]
type = VarSet
trigger1 = AnimElem = 9
var(7) = 9
[State 1450, スーパーアーマー認識用変数その10]
type = VarSet
trigger1 = AnimElem = 10
var(7) = 10
[State 1450, スーパーアーマー認識用変数その11]
type = VarSet
trigger1 = AnimElem = 11
var(7) = 11
[State 1450, スーパーアーマー認識用変数その12]
type = VarSet
trigger1 = AnimElem = 12
var(7) = 12
[State 1450, スーパーアーマー認識用変数その13]
type = VarSet
trigger1 = AnimElem = 13
var(7) = 13
[State 1450, スーパーアーマー認識用変数その14]
type = VarSet
trigger1 = AnimElem = 14
var(7) = 14
[State 1450, スーパーアーマー認識用変数その15]
type = VarSet
trigger1 = AnimElem = 15
var(7) = 15
[State 1450, スーパーアーマー認識用変数その16]
type = VarSet
trigger1 = AnimElem = 16
var(7) = 16
[State 1450, スーパーアーマー認識用変数リセット]
type = VarSet
trigger1 = AnimTime = 0
var(7) = 0
[State 1450, スーパーアーマー1]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 1
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1450
time = 4
[State 1450, スーパーアーマー2]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 2
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1451
time = 4
[State 1450, スーパーアーマー3]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 3
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1452
time = 4
[State 1450, スーパーアーマー4]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 4
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1453
time = 4
[State 1450, スーパーアーマー5]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 5
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1454
time = 4
[State 1450, スーパーアーマー6]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 6
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1455
time = 4
[State 1450, スーパーアーマー7]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 7
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1456
time = 4
[State 1450, スーパーアーマー8]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 8
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1457
time = 4
[State 1450, スーパーアーマー9]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 9
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1458
time = 4
[State 1450, スーパーアーマー10]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 10
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1459
time = 4
[State 1450, スーパーアーマー11]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 11
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1460
time = 4
[State 1450, スーパーアーマー12]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 12
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1461
time = 4
[State 1450, スーパーアーマー13]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 13
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1462
time = 4
[State 1450, スーパーアーマー14]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 14
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1463
time = 4
[State 1450, スーパーアーマー15]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 15
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1464
time = 4
[State 1450, スーパーアーマー16]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 16
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1465
[State 1450, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 171, 17
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10080
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 189, 18
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10081
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 162, 16
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 198, 19
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10083
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 144, 14
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 216, 21
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10088
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 171, 17
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10084
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 189, 18
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10085
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 162, 16
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 198, 19
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10087
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 144, 14
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 216, 21
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10089
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1450, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = power >= 2000
value = 15002
[State 1450, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 10453
;鈍器強ベース
[Statedef 10453]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 35
velset = 0,0
anim = 1450+var(9)
ctrl = 0
sprpriority = 2
[State 1450, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1450, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1450, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1450, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0, 3
[State 1450, 音を鳴らす(攻撃6)]
type = PlaySnd
triggerall = AnimElem = 10
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 5
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1450, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1450, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1450, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0)
player = 30,0
edge = 48,0
[State 1450, スーパーアーマー認識用変数その1]
type = VarSet
trigger1 = AnimElem = 1
var(7) = 1
[State 1450, スーパーアーマー認識用変数その2]
type = VarSet
trigger1 = AnimElem = 2
var(7) = 2
[State 1450, スーパーアーマー認識用変数その3]
type = VarSet
trigger1 = AnimElem = 3
var(7) = 3
[State 1450, スーパーアーマー認識用変数その4]
type = VarSet
trigger1 = AnimElem = 4
var(7) = 4
[State 1450, スーパーアーマー認識用変数その5]
type = VarSet
trigger1 = AnimElem = 5
var(7) = 5
[State 1450, スーパーアーマー認識用変数その6]
type = VarSet
trigger1 = AnimElem = 6
var(7) = 6
[State 1450, スーパーアーマー認識用変数その7]
type = VarSet
trigger1 = AnimElem = 7
var(7) = 7
[State 1450, スーパーアーマー認識用変数その8]
type = VarSet
trigger1 = AnimElem = 8
var(7) = 8
[State 1450, スーパーアーマー認識用変数その9]
type = VarSet
trigger1 = AnimElem = 9
var(7) = 9
[State 1450, スーパーアーマー認識用変数その10]
type = VarSet
trigger1 = AnimElem = 10
var(7) = 10
[State 1450, スーパーアーマー認識用変数その11]
type = VarSet
trigger1 = AnimElem = 11
var(7) = 11
[State 1450, スーパーアーマー認識用変数その12]
type = VarSet
trigger1 = AnimElem = 12
var(7) = 12
[State 1450, スーパーアーマー認識用変数その13]
type = VarSet
trigger1 = AnimElem = 13
var(7) = 13
[State 1450, スーパーアーマー認識用変数その14]
type = VarSet
trigger1 = AnimElem = 14
var(7) = 14
[State 1450, スーパーアーマー認識用変数その15]
type = VarSet
trigger1 = AnimElem = 15
var(7) = 15
[State 1450, スーパーアーマー認識用変数その16]
type = VarSet
trigger1 = AnimElem = 16
var(7) = 16
[State 1450, スーパーアーマー認識用変数リセット]
type = VarSet
trigger1 = AnimTime = 0
var(7) = 0
[State 1450, スーパーアーマー1]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 1
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1450
time = 4
[State 1450, スーパーアーマー2]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 2
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1451
time = 4
[State 1450, スーパーアーマー3]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 3
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1452
time = 4
[State 1450, スーパーアーマー4]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 4
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1453
time = 4
[State 1450, スーパーアーマー5]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 5
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1454
time = 4
[State 1450, スーパーアーマー6]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 6
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1455
time = 4
[State 1450, スーパーアーマー7]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 7
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1456
time = 4
[State 1450, スーパーアーマー8]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 8
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1457
time = 4
[State 1450, スーパーアーマー9]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 9
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1458
time = 4
[State 1450, スーパーアーマー10]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 10
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1459
time = 4
[State 1450, スーパーアーマー11]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 11
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1460
time = 4
[State 1450, スーパーアーマー12]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 12
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1461
time = 4
[State 1450, スーパーアーマー13]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 13
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1462
time = 4
[State 1450, スーパーアーマー14]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 14
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1463
time = 4
[State 1450, スーパーアーマー15]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 15
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1464
time = 4
[State 1450, スーパーアーマー16]
type = HitOverride
trigger1 = 1
trigger1 = ALIVE = 1
trigger1 = var(7) = 16
attr = SCA,NA,NP,SA,SP,HA,HP
slot = 1
stateno = 1465
[State 1450, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 171, 17
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10080
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 189, 18
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10081
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 162, 16
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 198, 19
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10083
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 144, 14
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 216, 21
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10088
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 171, 17
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10084
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 189, 18
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10085
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 162, 16
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 198, 19
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10087
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 144, 14
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 216, 21
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10089
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7,-5.5
air.velocity = -8,-5
fall.recover = 0
fall = 1
[State 1450, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1450, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15002
;スタンガン
[Statedef 13601]
type = S
movetype= A
physics = S
juggle = 1
poweradd= 0
velset = 0,0
anim = 3600+var(9)
ctrl = 0
sprpriority = 2
[State 3600, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 3600, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 3600, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 3600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 3
[State 3600, バチバチ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20, 2
[State 3600, バチバチサンダー]
type = Explod
trigger1 = AnimElem = 3
anim = 3610
ID = 3610
pos = 30,-70
postype = P1
facing = 1
bindtime = -1
scale = 1,1
ownpal = 1
ontop = 1
[State 3600, 音を鳴らす(チャンス!)]
type = PlaySnd
trigger1 = AnimElem = 2
value = 400, 8
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 3600, ちょっとだけ無敵になりたい]
type = NotHitBy
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
value = SCA,NA
time = 3
[State 3600, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 2
anim = 9999
pos = -5, -55
sound = S50, 4
poweradd = -1000
[State 3600, ヒット定義1P]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = Facing = 1
attr = S, NA
animtype = Hard
damage = 100, 10
priority = 5
hitflag = MAF
guardflag = MA
sparkno = s10095
guard.sparkno = s10070
sparkxy = -10,-60
pausetime = 40,200
guard.pausetime = 40, 40
hitsound = S20,3
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -2,0
air.velocity = -2,-2
fall.recover = 0
fall = 0
[State 3600, ヒット定義2P]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = Facing = -1
attr = S, NA
animtype = Hard
damage = 100, 10
priority = 5
hitflag = MAF
guardflag = MA
sparkno = s10096
guard.sparkno = s10071
sparkxy = -10,-60
pausetime = 40,200
guard.pausetime = 40, 40
hitsound = S20,3
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -2,0
air.velocity = -1,-2
fall.recover = 0
fall = 0
[State 3600, 軸位置移動]
type = PosAdd
trigger1 = AnimElemNo(0) = [5,9]
trigger1 = AnimElemTime(AnimElemNo(0)) = 0
x = 7
[State 3600, 埃舞う]
type = MakeDust
trigger1 = AnimElemNo(0) = [5,9]
trigger1 = AnimElemTime(AnimElemNo(0)) = 0
pos = 10, 0
pos2 = 0, 0
spacing = 1
[State 3600, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2stateno = [5000,5019]
trigger1 = var(9) = 0
trigger1 = life > 300
value = 20001
[State 3600, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2stateno = [5000,5019]
trigger1 = var(9) = 1
trigger1 = life > 300
value = 17003
[State -1, スピードポーション];ゲージレベル0
type = ChangeState
trigger1 = var(9) = 0
trigger1 = life < 300
trigger1 = AnimTime = 0
trigger1 = p2stateno = [5000,5019]
value = 20001
[State -1, ハイスピードポーション];ゲージレベル0
type = ChangeState
trigger1 = var(9) = 1
trigger1 = life < 300
trigger1 = AnimTime = 0
trigger1 = p2stateno = [5000,5019]
value = 20011
[State -1, バーサークポーション使用];ゲージレベル1
type = ChangeState
trigger1 = var(9) = 2
trigger1 = life < 100
trigger1 = AnimTime = 0
trigger1 = p2stateno = [5000,5019]
trigger1 = power >= 1000
value = 20021
[State -1, グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
trigger1 = power >= 2000
trigger1 = AnimTime = 0
trigger1 = p2stateno = [5000,5019]
value = 3700
[State 3600, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2stateno = [5000,5019]
value = 17001
[State 3600, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 400
;砂撒き(特殊行動)
[Statedef 12051]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd= -300
anim = 2050+var(9)
sprpriority = 1
[State 2050, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 2050, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 2050, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 2050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 3
[State 2050, 音を鳴らす(攻撃3)]
type = PlaySnd
triggerall = AnimElem = 4
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 2
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 2050, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 2050, ピシィ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 2050, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, SA
animtype = hard
damage = 33, 3
guardflag = MA
pausetime = 6,40
sparkno = s10010
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 2050, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, SA
animtype = hard
damage = 37, 3
guardflag = MA
pausetime = 6,40
sparkno = s10011
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 2050, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, SA
animtype = hard
damage = 31, 3
guardflag = MA
pausetime = 6,40
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 2050, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, SA
animtype = hard
damage = 39, 3
guardflag = MA
pausetime = 6,40
sparkno = s10013
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 2050, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, SA
animtype = hard
damage = 29, 2
guardflag = MA
pausetime = 6,40
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 2050, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, SA
animtype = hard
damage = 42, 4
guardflag = MA
pausetime = 6,40
sparkno = s10043
guard.sparkno = s10070
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 2050, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, SA
animtype = hard
damage = 32, 3
guardflag = MA
pausetime = 6,40
sparkno = s10014
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 2050, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, SA
animtype = hard
damage = 37, 3
guardflag = MA
pausetime = 6,40
sparkno = s10015
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 2050, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, SA
animtype = hard
damage = 31, 3
guardflag = MA
pausetime = 6,40
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 2050, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, SA
animtype = hard
damage = 39, 3
guardflag = MA
pausetime = 6,40
sparkno = s10017
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 2050, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, SA
animtype = hard
damage = 29, 2
guardflag = MA
pausetime = 6,40
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 2050, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, SA
animtype = hard
damage = 42, 4
guardflag = MA
pausetime = 6,40
sparkno = s10047
guard.sparkno = s10071
sparkxy = -10,-85
hitsound = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 6
pos = 30,-68
pos2 = 35,-73
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 6
pos = 30,-70
pos2 = 35,-75
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 6
pos = 30,-72
pos2 = 35,-77
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 7
pos = 32,-72
pos2 = 37,-77
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 7
pos = 32,-70
pos2 = 37,-75
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 7
pos = 32,-74
pos2 = 37,-79
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 8
pos = 40,-80
pos2 = 45,-85
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 8
pos = 40,-82
pos2 = 45,-87
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 8
pos = 40,-78
pos2 = 45,-83
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 9
pos = 42,-82
pos2 = 47,-87
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 9
pos = 42,-80
pos2 = 47,-85
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 9
pos = 42,-84
pos2 = 47,-89
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 10
pos = 44,-84
pos2 = 49,-89
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 10
pos = 44,-82
pos2 = 49,-87
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 10
pos = 44,-86
pos2 = 49,-91
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 11
pos = 46,-86
pos2 = 51,-91
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 11
pos = 46,-84
pos2 = 51,-89
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 11
pos = 46,-88
pos2 = 51,-93
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 5
pos = 30,-58
pos2 = 35,-63
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 5
pos = 30,-60
pos2 = 35,-65
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 5
pos = 30,-62
pos2 = 35,-67
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 6
pos = 32,-62
pos2 = 37,-67
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 6
pos = 32,-60
pos2 = 37,-65
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 6
pos = 32,-64
pos2 = 37,-69
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 7
pos = 40,-70
pos2 = 45,-75
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 7
pos = 40,-72
pos2 = 45,-77
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 7
pos = 40,-68
pos2 = 45,-73
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 8
pos = 42,-72
pos2 = 47,-77
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 8
pos = 42,-70
pos2 = 47,-75
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 8
pos = 42,-74
pos2 = 47,-79
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 9
pos = 44,-74
pos2 = 49,-79
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 9
pos = 44,-72
pos2 = 49,-77
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 9
pos = 44,-76
pos2 = 49,-81
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 10
pos = 46,-76
pos2 = 51,-81
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 10
pos = 46,-74
pos2 = 51,-79
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 10
pos = 46,-78
pos2 = 51,-83
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 5
pos = 30,-78
pos2 = 35,-83
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 5
pos = 30,-80
pos2 = 35,-85
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 5
pos = 30,-82
pos2 = 35,-87
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 6
pos = 32,-82
pos2 = 37,-87
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 6
pos = 32,-80
pos2 = 37,-85
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 6
pos = 32,-84
pos2 = 37,-89
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 7
pos = 40,-90
pos2 = 45,-95
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 7
pos = 40,-92
pos2 = 45,-97
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 7
pos = 40,-98
pos2 = 45,-93
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 8
pos = 42,-92
pos2 = 47,-97
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 8
pos = 42,-90
pos2 = 47,-95
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 8
pos = 42,-94
pos2 = 47,-99
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 9
pos = 44,-94
pos2 = 49,-99
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 9
pos = 44,-92
pos2 = 49,-97
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 9
pos = 44,-96
pos2 = 49,-101
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 10
pos = 46,-96
pos2 = 51,-101
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 10
pos = 46,-94
pos2 = 51,-99
spacing = 1
[State 2050, 砂埃]
type = makedust
trigger1 = AnimElem = 10
pos = 46,-98
pos2 = 51,-103
spacing = 1
[State 2050, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 2050, ステート変更]
type = ChangeState
value = 13001
trigger1 = AnimTime = 0
trigger1 = p2stateno = [120,190]
[State -1, スタンガン];ゲージレベル1
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = power >= 1000
trigger1 = p2bodydist X < 50
value = 13601
[State 2050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 13001
;鈍器弱
[Statedef 13001]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 25
velset = 0,0
anim = 1400+var(9)
ctrl = 0
sprpriority = 2
[State 1400, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1400, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1400, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 3
[State 1400, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = AnimElem = 5
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1400, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1400, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1400, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0)
player = 30,0
edge = 48,0
[State 1400, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10080
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10081
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10083
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10088
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10084
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10085
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58, 5
priority = 5
guardflag = MA
hitflag = MAFDP
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70, 7
priority = 5
guardflag = MA
hitflag = MAFDP
pausetime = 15,15
sparkno = s10087
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10089
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State -1, 投石]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2movetype = H
trigger1 = p2bodydist X = [100,300]
value = 1300
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
trigger1 = AnimTime = 0
;trigger1 = life < 500
trigger1 = p2bodydist X = [-10,50]
trigger1 = p2stateno = [120,190]
trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
value = 17004
[State -1, ヒーローショウ];ゲージレベル2
type = ChangeState
trigger1 = AnimTime = 0
;trigger1 = p2life < 500
trigger1 = p2bodydist X = [-10,50]
trigger1 = p2stateno = [120,190]
trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
value = 17004
[State -1, バックジャンプ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = life < 500
value = 15002
[State -1, バックジャンプ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2life < 500
value = 15002
[State -1, 鈍器]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X < 30
trigger1 = FrontEdgeDist < 100
trigger1 = p2bodydist Y < -10
trigger1 = p2bodydist Y > -50
value = 13001
[State -1, 鈍器強]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X < 100
trigger1 = FrontEdgeDist < 100
trigger1 = p2stateno = [120,190]
value = 1450
[State -1, 浴びせ蹴り強]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X < 100
trigger1 = FrontEdgeDist < 100
value = 1815
[State 3000, ステート変更、ジャンプ]
type = ChangeState
trigger1 = AnimTime = 0
value = 15002
;立ち強パンチ
[Statedef 10213]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210+var(9)
sprpriority = -1
[State 3700, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 5
[State 210, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 210, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 210, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 210, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 12
[State 210, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 6
[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3
[State 210, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 210, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 210, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 210, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Medium
damage = 55
guardflag = MA
pausetime = 12,12
sparkno = s10020
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Medium
damage = 61
guardflag = MA
pausetime = 12,12
sparkno = s10021
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Medium
damage = 52
guardflag = MA
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Medium
damage = 64
guardflag = MA
pausetime = 12,12
sparkno = s10023
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Medium
damage = 48
guardflag = MA
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Medium
damage = 70
guardflag = MA
pausetime = 12,12
sparkno = s10053
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Medium
damage = 55
guardflag = MA
pausetime = 12,12
sparkno = s10024
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Medium
damage = 61
guardflag = MA
pausetime = 12,12
sparkno = s10025
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Medium
damage = 52
guardflag = MA
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Medium
damage = 64
guardflag = MA
pausetime = 12,12
sparkno = s10027
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Medium
damage = 48
guardflag = MA
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Medium
damage = 70
guardflag = MA
pausetime = 12,12
sparkno = s10057
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2500
;立ち強パンチ
[Statedef 10219]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210+var(9)
sprpriority = -1
[State 210, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 210, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 210, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 210, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 12
[State 210, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 6
[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3
[State 210, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 210, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 210, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 210, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Medium
damage = 55
guardflag = MA
pausetime = 12,12
sparkno = s10020
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Medium
damage = 61
guardflag = MA
pausetime = 12,12
sparkno = s10021
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Medium
damage = 52
guardflag = MA
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Medium
damage = 64
guardflag = MA
pausetime = 12,12
sparkno = s10023
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Medium
damage = 48
guardflag = MA
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Medium
damage = 70
guardflag = MA
pausetime = 12,12
sparkno = s10053
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Medium
damage = 55
guardflag = MA
pausetime = 12,12
sparkno = s10024
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Medium
damage = 61
guardflag = MA
pausetime = 12,12
sparkno = s10025
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Medium
damage = 52
guardflag = MA
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Medium
damage = 64
guardflag = MA
pausetime = 12,12
sparkno = s10027
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Medium
damage = 48
guardflag = MA
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Medium
damage = 70
guardflag = MA
pausetime = 12,12
sparkno = s10057
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 210, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2500
;後転起立(特殊行動)
[Statedef 12301]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 2300+var(9)
sprpriority = 1
poweradd= 0
[State 2300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 3
[State 2300, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 2300, 軸位置移動]
type = PosAdd
trigger1 = AnimElemNo(0) = [5,16]
trigger1 = AnimElemTime(AnimElemNo(0)) = 0
x = -8
[State -1, クラスターミサイル];ゲージレベル1
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = power >= 1000
trigger1 = life > 500
trigger1 = NumHelper(3810) = 0
value = 3800
[State 2300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;ショート挑発A
[Statedef 17001]
type = S
movetype = I
physics = S
ctrl = 0
anim = 7000+var(9)
velset = 0,0
sprpriority = 2
poweradd = 150
[State 7000, ファイア!!]
type = Explod
trigger1 = AnimElem = 11
anim = 10500
ID = 10500
pos = 30,-70
postype = p1
scale = 0.5,0.5
ownpal = 1
[State 7000,シェイクシェイク!]
type = EnvShake
trigger1 = AnimElem = 11
time = 10
ampl = -4
[State 7000, どごーん]
type = PlaySnd
trigger1 = AnimElem = 11
value = 60, 4
[State 7000, 歓声]
type = PlaySnd
trigger1 = AnimElem = 11
value = 2000, 0
[State 7000, 音を鳴らす(美しい)]
type = PlaySnd
trigger1 = time = 0
value = 600, 0
channel = 13
freqmul = 1+FVar(39)
volume = 2000
[State 7000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 17002
;ショート挑発B
[Statedef 17002]
type = S
movetype = I
physics = S
ctrl = 0
anim = 7010+var(9)
velset = 0,0
sprpriority = 2
poweradd = 150
[State 7010, ファイア!!]
type = Explod
trigger1 = AnimElem = 11
anim = 10500
ID = 10500
pos = 0,-80
postype = p1
scale = 0.5,0.5
ownpal = 1
[State 7010,シェイクシェイク!]
type = EnvShake
trigger1 = AnimElem = 11
time = 10
ampl = -4
[State 7010, どごーん]
type = PlaySnd
trigger1 = AnimElem = 11
value = 60, 4
[State 7010, 歓声]
type = PlaySnd
trigger1 = AnimElem = 11
value = 2000, 0
[State 7010, 音を鳴らす(うぅん)]
type = PlaySnd
trigger1 = time = 0
value = 600, 1
channel = 13
freqmul = 1+FVar(39)
volume = 20000
[State 7020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 17005
;挑発
[Statedef 17003]
type = S
movetype = I
physics = S
ctrl = 0
anim = 195+var(9)
velset = 0,0
sprpriority = 2
[State 195, グレネード獲得]
type = Varset
trigger1 = AnimElem = 46
var(2) = 2
[State 195, グレネード獲得音]
type = PlaySnd
trigger1 = AnimElem = 45
value = 1000, 1
[State 195, 歓声]
type = PlaySnd
trigger1 = AnimElem = 20
value = 2000, 0
[State 195, 音を鳴らす(ハッハ〜)]
type = PlaySnd
trigger1 = AnimElem = 20
value = 600, 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 195, ジョウロ残弾1Pの1]
type = Explod
trigger1 = AnimElem = 46
trigger1 = TeamSide = 1
trigger1 = P2Name="K'"||P3Name ="K'"||P4Name ="K'"
anim = 10113
ID = 10103
pos = 20,60
postype = left
facing = 1
bindtime = -1
scale = 0.4,0.4
ownpal = 1
removetime = -1
[State 195, ジョウロ残弾1Pの2]
type = Explod
trigger1 = AnimElem = 46
trigger1 = TeamSide = 1
trigger1 = P2Name="K'"||P3Name ="K'"||P4Name ="K'"
anim = 10113
ID = 10104
pos = 10,60
postype = left
facing = 1
bindtime = -1
scale = 0.4,0.4
ownpal = 1
removetime = -1
[State 195, ジョウロ残弾2Pの1]
type = Explod
trigger1 = AnimElem = 46
trigger1 = TeamSide = 2
trigger1 = P2Name="K'"||P3Name ="K'"||P4Name ="K'"
anim = 10113
ID = 10105
pos = -20,60
postype = right
facing = 1
bindtime = -1
scale = 0.4,0.4
ownpal = 1
removetime = -1
[State 195, ジョウロ残弾2Pの2]
type = Explod
trigger1 = AnimElem = 46
trigger1 = TeamSide = 2
trigger1 = P2Name="K'"||P3Name ="K'"||P4Name ="K'"
anim = 10113
ID = 10106
pos = -10,60
postype = right
facing = 1
bindtime = -1
scale = 0.4,0.4
ownpal = 1
removetime = -1
[State 195, グレネード残弾1Pの1]
type = Explod
trigger1 = AnimElem = 46
trigger1 = TeamSide = 1
trigger1 = P2Name!="K'"
trigger1 = P3Name!="K'"
trigger1 = P4Name!="K'"
anim = 10103
ID = 10103
pos = 20,60
postype = left
facing = 1
bindtime = -1
scale = 0.4,0.4
ownpal = 1
removetime = -1
[State 195, グレネード残弾1Pの2]
type = Explod
trigger1 = AnimElem = 46
trigger1 = TeamSide = 1
trigger1 = P2Name!="K'"
trigger1 = P3Name!="K'"
trigger1 = P4Name!="K'"
anim = 10103
ID = 10104
pos = 10,60
postype = left
facing = 1
bindtime = -1
scale = 0.4,0.4
ownpal = 1
removetime = -1
[State 195, グレネード残弾2Pの1]
type = Explod
trigger1 = AnimElem = 46
trigger1 = TeamSide = 2
trigger1 = P2Name!="K'"
trigger1 = P3Name!="K'"
trigger1 = P4Name!="K'"
anim = 10103
ID = 10105
pos = -20,60
postype = right
facing = 1
bindtime = -1
scale = 0.4,0.4
ownpal = 1
removetime = -1
[State 195, グレネード残弾2Pの2]
type = Explod
trigger1 = AnimElem = 46
trigger1 = TeamSide = 2
trigger1 = P2Name!="K'"
trigger1 = P3Name!="K'"
trigger1 = P4Name!="K'"
anim = 10103
ID = 10106
pos = -10,60
postype = right
facing = 1
bindtime = -1
scale = 0.4,0.4
ownpal = 1
removetime = -1
;;;;;;;;
[State -1, 浴びせ蹴り強]
type = ChangeState
trigger1 = AnimElem = 48
trigger1 = FrontEdgeDist < 100
trigger1 = p2life < 10
value = 1815
[State 7020, ステート変更]
type = ChangeState
trigger1 = AnimElem = 48
trigger1 = FrontEdgeDist < 100
value = 15012
[State 7020, ステート変更]
type = ChangeState
trigger1 = AnimElem = 48
value = 250
;ショート挑発C
[Statedef 17005]
type = S
movetype = I
physics = S
ctrl = 0
anim = 7020+var(9)
velset = 0,0
sprpriority = 2
poweradd = 150
[State 7020, ファイア!!]
type = Explod
trigger1 = AnimElem = 11
anim = 10500
ID = 10500
pos = -10,-60
postype = p1
scale = 0.5,0.5
ownpal = 1
[State 7020,シェイクシェイク!]
type = EnvShake
trigger1 = AnimElem = 11
time = 10
ampl = -4
[State 7020, どごーん]
type = PlaySnd
trigger1 = AnimElem = 11
value = 60, 4
[State 7020, 歓声]
type = PlaySnd
trigger1 = AnimElem = 11
value = 2000, 0
[State 7010, 音を鳴らす(あぁ・・・)]
type = PlaySnd
trigger1 = time = 0
value = 600, 2
channel = 13
freqmul = 1+FVar(39)
volume = 20000
[State 7020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11403
;ショート挑発C
[Statedef 17006]
type = S
movetype = I
physics = S
ctrl = 0
anim = 7020+var(9)
velset = 0,0
sprpriority = 2
poweradd = 150
[State 7020, ファイア!!]
type = Explod
trigger1 = AnimElem = 11
anim = 10500
ID = 10500
pos = -10,-60
postype = p1
scale = 0.5,0.5
ownpal = 1
[State 7020,シェイクシェイク!]
type = EnvShake
trigger1 = AnimElem = 11
time = 10
ampl = -4
[State 7020, どごーん]
type = PlaySnd
trigger1 = AnimElem = 11
value = 60, 4
[State 7020, 歓声]
type = PlaySnd
trigger1 = AnimElem = 11
value = 2000, 0
[State 7010, 音を鳴らす(あぁ・・・)]
type = PlaySnd
trigger1 = time = 0
value = 600, 2
channel = 13
freqmul = 1+FVar(39)
volume = 20000
[State 7020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 10451
;しゃがみ弱パンチ
[Statedef 11401]
type = C
movetype= A
physics = C
juggle = 3
poweradd= 10
ctrl = 0
anim = 403
sprpriority = 2
facep2 = 1
[State 400, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 400, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 400, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0
[State 400, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 400, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 400, ピシィ!分岐]
Type = VarRandom
trigger1 = PalNo != 11
trigger1 = PalNo != 12
Trigger1 = Time = 0
V = 4
Range = 0,5
[State 400, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = C, NA
damage = 17
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10010
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = C, NA
damage = 19
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10011
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = C, NA
damage = 16
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = C, NA
damage = 20
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10013
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = C, NA
damage = 14
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = C, NA
damage = 22
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10043
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = C, NA
damage = 17
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10014
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = C, NA
damage = 19
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10015
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = C, NA
damage = 16
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = C, NA
damage = 20
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10017
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = C, NA
damage = 14
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = C, NA
damage = 22
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10047
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X = [-10,20]
trigger1 = stateno = 2000
trigger1 = p2stateno = [150,190]
trigger1 = life < 700
value = 6000
[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X = [-10,20]
trigger1 = stateno = 2000
trigger1 = p2stateno = [150,190]
trigger1 = p2life < 700
value = 6000
[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11402
;しゃがみ弱パンチ
[Statedef 11402]
type = C
movetype= A
physics = C
juggle = 3
poweradd= 10
ctrl = 0
anim = 403
sprpriority = 2
facep2 = 1
[State 400, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 400, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 400, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0
[State 400, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 400, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 400, ピシィ!分岐]
Type = VarRandom
trigger1 = PalNo != 11
trigger1 = PalNo != 12
Trigger1 = Time = 0
V = 4
Range = 0,5
[State 400, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = C, NA
damage = 17
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10010
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = C, NA
damage = 19
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10011
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = C, NA
damage = 16
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = C, NA
damage = 20
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10013
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = C, NA
damage = 14
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = C, NA
damage = 22
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10043
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = C, NA
damage = 17
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10014
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = C, NA
damage = 19
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10015
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = C, NA
damage = 16
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = C, NA
damage = 20
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10017
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = C, NA
damage = 14
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = C, NA
damage = 22
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10047
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11403
;しゃがみ弱パンチ
[Statedef 11403]
type = C
movetype= A
physics = C
juggle = 3
poweradd= 10
ctrl = 0
anim = 403
sprpriority = 2
facep2 = 1
[State 400, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 400, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 400, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0
[State 400, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 400, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 400, ピシィ!分岐]
Type = VarRandom
trigger1 = PalNo != 11
trigger1 = PalNo != 12
Trigger1 = Time = 0
V = 4
Range = 0,5
[State 400, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = C, NA
damage = 17
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10010
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = C, NA
damage = 19
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10011
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = C, NA
damage = 16
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = C, NA
damage = 20
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10013
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = C, NA
damage = 14
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = C, NA
damage = 22
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10043
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = C, NA
damage = 17
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10014
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = C, NA
damage = 19
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10015
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = C, NA
damage = 16
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = C, NA
damage = 20
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10017
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = C, NA
damage = 14
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = C, NA
damage = 22
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10047
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1815
;鈍器弱
[Statedef 14101]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 25
velset = 0,0
anim = 1400+var(9)
ctrl = 0
sprpriority = 2
[State 1400, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1400, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1400, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 3
[State 1400, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = AnimElem = 5
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1400, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1400, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1400, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0)
player = 30,0
edge = 48,0
[State 1400, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10080
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10081
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10083
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10088
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10084
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10085
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58, 5
priority = 5
guardflag = MA
hitflag = MAFDP
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70, 7
priority = 5
guardflag = MA
hitflag = MAFDP
pausetime = 15,15
sparkno = s10087
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10089
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X > 100
value = 1300
[State 1400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 14102
;鈍器弱
[Statedef 14102]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 25
velset = 0,0
anim = 1400+var(9)
ctrl = 0
sprpriority = 2
[State 1400, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1400, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1400, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 3
[State 1400, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = AnimElem = 5
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1400, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1400, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1400, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0)
player = 30,0
edge = 48,0
[State 1400, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10080
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10081
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10083
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10088
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10084
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10085
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58, 5
priority = 5
guardflag = MA
hitflag = MAFDP
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70, 7
priority = 5
guardflag = MA
hitflag = MAFDP
pausetime = 15,15
sparkno = s10087
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10089
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 0
[State 1400, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State -1, スタンガン]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = power >= 1000
trigger1 = p2movetype = A
trigger1 = p2bodydist X < 50
value = 13601
[State -1, 投石]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X > 50
value = 1300
[State 1400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1815
;寝石(特殊行動)
[Statedef 12201]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd= 0
anim = 2200+var(9)
sprpriority = 1
[State 2200, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 2200, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 2200, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 2200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 0
[State 2200, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 2200, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 2200, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 2200, 石1P-1]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, SP
damage = 57, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 2222
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10080
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 2200, 石1P-2]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, SP
damage = 63, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 2222
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10081
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 2200, 石1P-3]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, SP
damage = 54, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 2222
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10082
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 2200, 石1P-4]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, SP
damage = 66, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 2222
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10083
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 2200, 石1P-5]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, SP
damage = 50, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 2222
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10082
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 2200, 石1P-6]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, SP
damage = 72, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 2222
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10088
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 2200, 石2P-1]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, SP
damage = 57, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 2222
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10084
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 2200, 石2P-2]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, SP
damage = 63, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 2222
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10085
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 2200, 石2P-3]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, SP
damage = 54, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 2222
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10086
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 2200, 石2P-4]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, SP
damage = 66, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 2222
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10087
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 2200, 石2P-5]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, SP
damage = 50, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 2222
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10086
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 2200, 石2P-6]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, SP
damage = 72, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 20,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 2222
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10089
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 2200, ダウン移行]
type = statetypeset
trigger1 = AnimElem = 11
statetype = L
[State 2200, ダウン移行制限]
type = statetypeset
trigger1 = AnimElem = 14
statetype = S
[State 2200, ダウン移行制限]
type = VelSet
trigger1 = time = 0
x = -4
[State 2200, ステート変更]
type = ChangeState
trigger1 = AnimElem = 13
trigger1 = p2bodydist X > 50
trigger1 = p2bodydist X = [50,150]
trigger1 = BackEdgeBodyDist > 30
trigger1 = p2stateno != [150,190]
value = 12201
[State -1, 後転起き上がり]
type = ChangeState
trigger1 = AnimElem = 13
value = 12301
;前転
[Statedef 11651]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 20
velset = 0,0
anim = 1650+var(9)
ctrl = 0
sprpriority = 2
[State 1650, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 3
[State 200, 音を鳴らす(攻撃5)]
type = PlaySnd
trigger1 = AnimElem = 3
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1650, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 8
y = -2
[State 1650, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 6
x = 8
y = 2
[State 1650, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 7
x = 8
[State 1650, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 8
x = 8
[State 1650, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 9
x = 8
[State 1650, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 10
x = 8
[State 1650, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 11
x = 8
[State 1650, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 12
x = 8
[State 1650, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 13
x = 8
[State 1650, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 14
x = 8
[State 1650, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 15
x = 8
[State 1650, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 16
x = 10
[State 1650, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 17
x = 15
[State 1650, 押し判定]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP
time = 1
[State 1650, 押し判定]
type = PlayerPush
trigger1 = 1
value = 0 ;相手を押さず、すり抜ける事が出来る。
[State 1650, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;防衛モード1(特殊行動)
[Statedef 12601]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 2600+var(9)
sprpriority = 1
[State 2600, パワーゲージ増減]
type = PowerAdd
trigger1 = 1
value = -2
[State 2600, 回避方法抽選]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 0,1
[State 2600, 上段攻撃など効かぬ]
type = ReversalDef
trigger1 = 1
trigger1 = !IsHelper
trigger1 = var(4) = 0
reversal.attr = SCA,AA
sparkno = 1
sparkxy = 0,0
hitsound = 5,2
p1stateno = 2610
[State 2600, 中段攻撃など効かぬ]
type = ReversalDef
trigger1 = 1
trigger1 = !IsHelper
trigger1 = var(4) = 1
reversal.attr = SCA,AA
sparkno = 1
sparkxy = 0,0
hitsound = 5,2
p1stateno = 2650
[State 2600, ステート変更]
type = ChangeState
trigger1 = Time = 60
value = 12605
ctrl = 0
;防衛モード1終了(特殊行動)
[Statedef 12605]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 2605+var(9)
sprpriority = 1
[State 2500]
type = ReversalDef
trigger1 = 1
trigger1 = !IsHelper
reversal.attr = SCA,AA
pausetime = 10,10
sparkno = 1
sparkxy = 0,-60
hitsound = 5,2
p1stateno = 2510
[State 2605, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;防衛モード3(特殊行動)
[Statedef 12801]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 2800+var(9)
sprpriority = 1
[State 2800, パワーゲージ増減]
type = PowerAdd
trigger1 = 1
value = -2
[State 2800, 飛び道具など効かぬ!]
type = HitOverride
trigger1 = 1
attr = SA, NP, SP, HP
forceair = 1
stateno = 2810
[State 2600, ステート変更]
type = ChangeState
trigger1 = Time = 120
value = 2805
ctrl = 0
;スライディング
[Statedef 13031]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 45
velset = 0,0
anim = 3030+var(9)
ctrl = 0
sprpriority = 2
[State 3030, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 3030, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 3030, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 3030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0, 3
[State 3030, 音を鳴らす(攻撃2)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 1
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 3030, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 3030, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 3030, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = C, NA
damage = 62
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10030
guard.sparkno = s10070
sparkxy = -5,-10
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
[State 3030, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = C, NA
damage = 68
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10031
guard.sparkno = s10070
sparkxy = -5,-10
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
[State 3030, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = C, NA
damage = 58
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10032
guard.sparkno = s10070
sparkxy = -5,-10
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
[State 3030, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = C, NA
damage = 72
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10033
guard.sparkno = s10070
sparkxy = -5,-10
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
[State 3030, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = C, NA
damage = 54
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10032
guard.sparkno = s10070
sparkxy = -5,-10
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
[State 3030, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = C, NA
damage = 78
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10063
guard.sparkno = s10070
sparkxy = -5,-10
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
[State 3030, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = C, NA
damage = 62
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10034
guard.sparkno = s10071
sparkxy = -5,-10
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
[State 3030, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = C, NA
damage = 68
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10035
guard.sparkno = s10071
sparkxy = -5,-10
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
[State 3030, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = C, NA
damage = 58
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10036
guard.sparkno = s10071
sparkxy = -5,-10
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
[State 3030, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = C, NA
damage = 72
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10037
guard.sparkno = s10071
sparkxy = -5,-10
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
[State 3030, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = C, NA
damage = 54
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10036
guard.sparkno = s10071
sparkxy = -5,-10
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
[State 3030, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = C, NA
damage = 78
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10067
guard.sparkno = s10071
sparkxy = -5,-10
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
[State 3030, ダウン移行]
type = statetypeset
trigger1 = AnimElem = 29
statetype = L
[State 3030, ダウン移行制限]
type = statetypeset
trigger1 = AnimElem = 34
statetype = S
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 9
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 9
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 9
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = 9
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 10
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 6
x = 9
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 7
x = 9
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 8
x = 9
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 9
x = 9
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 10
x = 9
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 11
x = 9
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 12
x = 9
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 13
x = 9
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 14
x = 9
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 15
x = 9
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 16
x = 7
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 17
x = 7
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 18
x = 4
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 19
x = 4
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 20
x = 4
[State 3030, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 21
x = 3
[State 3030, 後退り移行]
type = ChangeState
trigger1 = AnimElem = 29
trigger1 = alive = 1
value = 2000
;スタングレネード(投擲)
[Statedef 20101]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 4100+var(9)
sprpriority = 1
[State 10100, 残弾消費]
type = VarAdd
trigger1 = time = 0
var(2) = -1
[State 10100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 12
value = 800, 0
[State 10100, 音を鳴らす(グレネードを投げるぞ)]
type = PlaySnd
trigger1 = AnimElem = 1
value = 400, 13
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 10100, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = 9999
sound = S50, 4
poweradd = -2000
[State 10100, ジョウロを投げるぞ!]
type = Helper
trigger1 = AnimElem = 13
trigger1 = P2Name="K'"||P3Name ="K'"||P4Name ="K'"
id = 10100
name = "sutan"
pos = 30,-77
postype = p1
stateno = 10111
ownpal = 1
[State 10100, グレネードを投げるぞ!]
type = Helper
trigger1 = AnimElem = 13
trigger1 = P2Name!="K'"
trigger1 = P3Name!="K'"
trigger1 = P4Name!="K'"
id = 10100
name = "sutan"
pos = 30,-77
postype = p1
stateno = 10101
ownpal = 1
[State 10100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15002
;跳ね起き
[Statedef 12121]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd= 0
anim = 2120+var(9)
sprpriority = 1
[State 2120, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 2120, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 2120, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 2120, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0, 3
[State 2120, 音を鳴らす(攻撃3)]
type = PlaySnd
triggerall = AnimElem = 6
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 2
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 2120, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 2120, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 2120, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = C, NA
animtype = Medium
damage = 62
guardflag = MA
pausetime = 12,12
sparkno = s10030
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2120, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = C, NA
animtype = Medium
damage = 68
guardflag = MA
pausetime = 12,12
sparkno = s10031
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2120, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = C, NA
animtype = Medium
damage = 58
guardflag = MA
pausetime = 12,12
sparkno = s10032
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2120, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = C, NA
animtype = Medium
damage = 72
guardflag = MA
pausetime = 12,12
sparkno = s10033
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2120, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = C, NA
animtype = Medium
damage = 54
guardflag = MA
pausetime = 12,12
sparkno = s10032
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2120, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = C, NA
animtype = Medium
damage = 78
guardflag = MA
pausetime = 12,12
sparkno = s10063
guard.sparkno = s10070
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2120, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = C, NA
animtype = Medium
damage = 62
guardflag = MA
pausetime = 12,12
sparkno = s10034
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2120, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = C, NA
animtype = Medium
damage = 68
guardflag = MA
pausetime = 12,12
sparkno = s10035
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2120, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = C, NA
animtype = Medium
damage = 58
guardflag = MA
pausetime = 12,12
sparkno = s10036
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2120, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = C, NA
animtype = Medium
damage = 72
guardflag = MA
pausetime = 12,12
sparkno = s10037
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2120, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = C, NA
animtype = Medium
damage = 54
guardflag = MA
pausetime = 12,12
sparkno = s10036
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2120, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = C, NA
animtype = Medium
damage = 78
guardflag = MA
pausetime = 12,12
sparkno = s10067
guard.sparkno = s10071
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2120, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 9
x = 8
[State 2120, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 10
x = 8
[State 2120, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 11
x = 8
[State 2120, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 12
x = 8
[State 2120, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 2120, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11401
;スピードアップポーション
[Statedef 20001]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 20000
ctrl = 0
sprpriority = 2
[State 20000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 12
anim = 9999
pos = -5, -55
time = 45
[State 20000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = S60, 0
[State 20000, スピードアップ]
type = Varset
trigger1 = AnimElem = 12
var(9) = 1
[State 20000, 音を鳴らす, スピードアップ]
type = PlaySnd
trigger1 = AnimElem = 12
value = 700, 10
[State 20000, スピードアップメッセージ1P]
type = Explod
trigger1 = AnimElem = 12
trigger1 = TeamSide = 1
anim = 10410
ID = 10410
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
supermovetime = -1
[State 20000, スピードアップメッセージ2P]
type = Explod
trigger1 = AnimElem = 12
trigger1 = TeamSide = 2
anim = 10410
ID = 10410
pos = 180,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
supermovetime = -1
[State 20000, スピードアップアイコン1P]
type = Explod
trigger1 = AnimElem = 12
trigger1 = TeamSide = 1
anim = 10200
ID = 10200
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.7,0.7
ownpal = 1
removetime = -1
[State 20000, スピードアップアイコン2P]
type = Explod
trigger1 = AnimElem = 12
trigger1 = TeamSide = 2
anim = 10200
ID = 10210
pos = -23,75
postype = right
facing = 1
bindtime = -1
scale = 0.7,0.7
ownpal = 1
removetime = -1
[State -1, ハイスピードポーション];ゲージレベル0
type = ChangeState
trigger1 = life < 300
trigger1 = AnimTime = 0
value = 20011
[State 7020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 250
;ハイスピードポーション
[Statedef 20011]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 20010
ctrl = 0
sprpriority = 2
[State 20010, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 10
anim = 9999
pos = -5, -55
time = 45
[State 20010, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = S60, 1
[State 20010, ハイスピード]
type = Varset
trigger1 = AnimElem = 10
var(9) = 2
[State 20010, 音を鳴らす, ハイスピード]
type = PlaySnd
trigger1 = AnimElem = 10
value = 700, 11
[State 20010, ハイスピードメッセージ1P]
type = Explod
trigger1 = AnimElem = 10
trigger1 = TeamSide = 1
anim = 10411
ID = 10411
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
supermovetime = -1
[State 20010, ハイスピードメッセージ2P]
type = Explod
trigger1 = AnimElem = 10
trigger1 = TeamSide = 2
anim = 10411
ID = 10411
pos = 160,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
supermovetime = -1
[State 20010, ハイスピードアイコン1P]
type = Explod
trigger1 = AnimElem = 10
trigger1 = TeamSide = 1
anim = 10201
ID = 10201
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.7,0.7
ownpal = 1
removetime = -1
[State 20010, ハイスピードアイコン2P]
type = Explod
trigger1 = AnimElem = 10
trigger1 = TeamSide = 2
anim = 10201
ID = 10211
pos = -23,75
postype = right
facing = 1
bindtime = -1
scale = 0.7,0.7
ownpal = 1
removetime = -1
[State 7020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2life < 100
value = 3500
[State 7020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = power >= 1000
value = 20021
[State 7020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11403
;バーサークポーション
[Statedef 20021]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 20020
ctrl = 0
sprpriority = 2
[State 20020, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 12
anim = 9999
pos = -5, -55
sound = S60, 2
time = 60
poweradd = -1000
[State 20020,シェイクシェイク!]
type = EnvShake
trigger1 = AnimElem = 12
time = 60
ampl = -6
[State 20020, バーサーク]
type = Varset
trigger1 = AnimElem = 12
var(9) = 3
[State 20020, 音を鳴らす, バーサーク]
type = PlaySnd
trigger1 = AnimElem = 12
value = 700, 12
[State 20020, バーサークメッセージ1P]
type = Explod
trigger1 = AnimElem = 12
trigger1 = TeamSide = 1
anim = 10412
ID = 10412
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
supermovetime = -1
[State 20020, バーサークメッセージ2P]
type = Explod
trigger1 = AnimElem = 12
trigger1 = TeamSide = 2
anim = 10412
ID = 10412
pos = 190,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
supermovetime = -1
[State 20020, バーサークアイコン1P]
type = Explod
trigger1 = AnimElem = 12
trigger1 = TeamSide = 1
anim = 10202
ID = 10202
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.7,0.7
ownpal = 1
removetime = -1
[State 20020, バーサークアイコン2P]
type = Explod
trigger1 = AnimElem = 12
trigger1 = TeamSide = 2
anim = 10202
ID = 10212
pos = -23,75
postype = right
facing = 1
bindtime = -1
scale = 0.7,0.7
ownpal = 1
removetime = -1
[State 7020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11403
;オンリーマイミュージック
[Statedef 20103]
type = S
ctrl = 0
anim = 29990
velset = 0,0
[State 20100, ラジカセ存在証明]
type = Varset
trigger1 = 1
var(57) = 1
[State 20100, 音を鳴らす]
type = PlaySnd
trigger1 = time = 15
value = 60, 6
[State 20100,ラジカセセット]
type = Helper
trigger1 = time= 0
id = 25005
name = "ラジカセ"
pos = 30,0
postype = p1
stateno = 25005
size.xscale = 0.1
size.yscale = 0.1
helpertype = normal
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[State 20100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;起立キック(特殊行動)
[Statedef 12101]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd= 0
anim = 2100+var(9)
sprpriority = 1
[State 2100, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 2100, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 2100, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 2100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 0
[State 2100, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 2100, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 2100, ピシィ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 2100, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = C, NA
damage = 29
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,14
sparkno = s10010
guard.sparkno = s10070
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 2100, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = C, NA
damage = 31
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,14
sparkno = s10011
guard.sparkno = s10070
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 2100, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = C, NA
damage = 27
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,14
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 2100, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = C, NA
damage = 33
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,14
sparkno = s10013
guard.sparkno = s10070
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 2100, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = C, NA
damage = 25
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,14
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 2100, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = C, NA
damage = 36
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,14
sparkno = s10043
guard.sparkno = s10070
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 2100, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = C, NA
damage = 29
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,14
sparkno = s10014
guard.sparkno = s10071
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 2100, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = C, NA
damage = 31
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,14
sparkno = s10015
guard.sparkno = s10071
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 2100, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = C, NA
damage = 27
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,14
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 2100, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = C, NA
damage = 33
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,14
sparkno = s10017
guard.sparkno = s10071
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 2100, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = C, NA
damage = 25
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,14
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 2100, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = C, NA
damage = 36
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,14
sparkno = s10047
guard.sparkno = s10071
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 2100, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 8
[State 2100, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 8
[State 2100, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 8
[State 2100, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = 8
[State 2100, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 8
[State 2100, ダウン移行]
type = statetypeset
trigger1 = AnimElem = 10
statetype = L
[State 2100, ダウン移行制限]
type = statetypeset
trigger1 = AnimElem = 14
statetype = S
[State 2100, 後退り移行]
type = ChangeState
trigger1 = AnimElem = 10
trigger1 = RoundState = 2
trigger1 = alive = 1
value = 2000
[State 2100, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 2100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;時間稼ぎ
[Statedef 17004]
type = S
movetype = I
physics = S
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 2
[State 7020, ステート変更]
type = ChangeState
trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
trigger1 = p2movetype = A
value = 6000
[State 7020, ステート変更]
type = ChangeState
trigger1 = time = 10
trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
value = 6000
[State 7020, ステート変更]
type = ChangeState
trigger1 = time = 10
value = 2500
;ダッシュキック
[Statedef 13021]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 40
velset = 0,0
anim = 3020+var(9)
ctrl = 0
sprpriority = 2
[State 3020, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 3020, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 3020, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 3020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3
[State 3020, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 3020, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 3020, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 3020, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 55
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10030
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 61
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10031
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 52
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10032
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 64
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10033
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 48
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10032
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 70
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10063
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 55
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10034
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 61
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10035
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 52
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10036
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 64
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10037
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 48
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10036
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 70
priority = 5
guardflag = MA
pausetime = 15,20
sparkxy = -10,-60
sparkno = s10067
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-3
fall = 0
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 6
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 7
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 8
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 9
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 10
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 11
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 12
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 13
x = 7
[State 3020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 20
x = 35
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2stateno = [150,190]
trigger1 = power >= 2000
trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
trigger1 = p2bodydist X = [-10,30]
value = 6000
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
trigger1 = p2bodydist X = [-10,30]
value = 11401
[State 3020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;起立パンチ(特殊行動)
[Statedef 12151]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd= 0
anim = 2150+var(9)
sprpriority = 1
[State 2150, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 2150, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 2150, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 2150, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
value = 0, 3
[State 200, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = AnimElem = 9
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 2150, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 2150, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 2150, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = C, NA
animtype = Medium
damage = 67
guardflag = MA
pausetime = 12,12
sparkno = s10020
guard.sparkno = s10070
sparkxy = -10,-50
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2150, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = C, NA
animtype = Medium
damage = 73
guardflag = MA
pausetime = 12,12
sparkno = s10021
guard.sparkno = s10070
sparkxy = -10,-50
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2150, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = C, NA
animtype = Medium
damage = 63
guardflag = MA
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-50
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2150, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = C, NA
animtype = Medium
damage = 77
guardflag = MA
pausetime = 12,12
sparkno = s10023
guard.sparkno = s10070
sparkxy = -10,-50
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2150, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = C, NA
animtype = Medium
damage = 58
guardflag = MA
pausetime = 12,12
sparkno = s10022
guard.sparkno = s10070
sparkxy = -10,-50
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2150, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = C, NA
animtype = Medium
damage = 84
guardflag = MA
pausetime = 12,12
sparkno = s10053
guard.sparkno = s10070
sparkxy = -10,-50
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2150, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = C, NA
animtype = Medium
damage = 67
guardflag = MA
pausetime = 12,12
sparkno = s10024
guard.sparkno = s10071
sparkxy = -10,-50
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2150, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = C, NA
animtype = Medium
damage = 73
guardflag = MA
pausetime = 12,12
sparkno = s10025
guard.sparkno = s10071
sparkxy = -10,-50
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2150, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = C, NA
animtype = Medium
damage = 63
guardflag = MA
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-50
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2150, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = C, NA
animtype = Medium
damage = 77
guardflag = MA
pausetime = 12,12
sparkno = s10027
guard.sparkno = s10071
sparkxy = -10,-50
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2150, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = C, NA
animtype = Medium
damage = 58
guardflag = MA
pausetime = 12,12
sparkno = s10026
guard.sparkno = s10071
sparkxy = -10,-50
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2150, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = C, NA
animtype = Medium
damage = 84
guardflag = MA
pausetime = 12,12
sparkno = s10057
guard.sparkno = s10071
sparkxy = -10,-50
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -3
air.velocity = -2.5,-4
[State 2150, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 2150, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 12201
;投石
[Statedef 11301]
type = S
movetype= A
physics = S
poweradd= 50
velset = 0,0
anim = 1300+var(9)
ctrl = 0
sprpriority = 2
[State 1300, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1300, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = Facing = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1300, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1300, 変数]
type = VarSet
trigger1 = Time = 0
v = 5
value = (command = "y")
[State 1300, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0)
player = 30,0
edge = 48,0
[State 1300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 0
[State 1300, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1300, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1300, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1300, 石1P-1]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, SP
damage = 61, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10080
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-2]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, SP
damage = 69, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10081
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-3]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, SP
damage = 58, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(5+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10082
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-4]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, SP
damage = 72, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(5+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10083
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-5]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, SP
damage = 54, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(6+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10082
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-6]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, SP
damage = 78, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(6+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10088
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-1]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, SP
damage = 61, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10084
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-2]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, SP
damage = 69, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10085
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-3]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, SP
damage = 58, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(5+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10086
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-4]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, SP
damage = 72, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(5+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10087
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-5]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, SP
damage = 54, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(6+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10086
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-6]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, SP
damage = 78, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(6+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10089
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State -1, ジャンプ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = statetype != A
trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
trigger1 = p2movetype != A
trigger1 = p2bodydist X = [100,150]
value = 15004
[State -1, ジャンプ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
trigger1 = statetype != A
trigger1 = p2movetype != A
trigger1 = p2bodydist X = [150,500]
value = 15007
[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;投石
[Statedef 11302]
type = S
movetype= A
physics = S
poweradd= 50
velset = 0,0
anim = 1300+var(9)
ctrl = 0
sprpriority = 2
[State 1300, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1300, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = Facing = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1300, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1300, 変数]
type = VarSet
trigger1 = Time = 0
v = 5
value = (command = "y")
[State 1300, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0)
player = 30,0
edge = 48,0
[State 1300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 0
[State 1300, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1300, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1300, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1300, 石1P-1]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, SP
damage = 61, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = 4,2
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10080
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-2]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, SP
damage = 69, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = 4,2
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10081
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-3]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, SP
damage = 58, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = 4,2
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10082
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-4]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, SP
damage = 72, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = 4,2
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10083
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-5]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, SP
damage = 54, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = 4,2
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10082
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-6]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, SP
damage = 78, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = 4,2
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10088
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-1]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, SP
damage = 61, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = 4,2
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10084
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-2]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, SP
damage = 69, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = 4,2
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10085
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-3]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, SP
damage = 58, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = 4,2
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10086
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-4]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, SP
damage = 72, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = 4,2
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10087
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-5]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, SP
damage = 54, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = 4,2
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10086
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-6]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, SP
damage = 78, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = 4,2
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10089
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State -1, ジャンプ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = statetype != A
trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
trigger1 = p2movetype != A
trigger1 = p2bodydist X = [100,150]
value = 15004
[State -1, ジャンプ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
trigger1 = statetype != A
trigger1 = p2movetype != A
trigger1 = p2bodydist X = [150,500]
value = 15007
[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;エア鈍器(殴打)
[Statedef 17011]
type = A
movetype= A
physics = A
juggle = 2
poweradd= 65
ctrl = 0
anim = 1700+var(9)
sprpriority = 2
[State 1700, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1750, 打ち返す!]
type = HitOverride
trigger1 = 1
attr = SA, NP, SP, HP
forceair = 1
stateno = 1755
[State 1700, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1700, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1700, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3
[State 1700, 音を鳴らす(攻撃6)]
type = PlaySnd
triggerall = AnimElem = 4
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 5
value = 400+var(16), 5
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1700, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1700, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1700, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = A, NA
damage = 95, 10
guardflag = HA
priority = 4
pausetime = 20,20
sparkno = s10180
guard.sparkno = s10070
sparkxy = -10,-55
hitsound = S20,4
guardsound = S20,4
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5,-2
air.velocity = -7,-5
fall.recover = 0
[State 1700, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = A, NA
damage = 105, 11
guardflag = HA
priority = 4
pausetime = 20,20
sparkno = s10181
guard.sparkno = s10070
sparkxy = -10,-55
hitsound = S20,4
guardsound = S20,4
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5,-2
air.velocity = -7,-5
fall.recover = 0
[State 1700, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = A, NA
damage = 90, 9
guardflag = HA
priority = 4
pausetime = 20,20
sparkno = s10182
guard.sparkno = s10070
sparkxy = -10,-55
hitsound = S20,4
guardsound = S20,4
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5,-2
air.velocity = -7,-5
fall.recover = 0
[State 1700, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = A, NA
damage = 110, 11
guardflag = HA
priority = 4
pausetime = 20,20
sparkno = s10183
guard.sparkno = s10070
sparkxy = -10,-55
hitsound = S20,4
guardsound = S20,4
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5,-2
air.velocity = -7,-5
fall.recover = 0
[State 1700, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = A, NA
damage = 80, 8
guardflag = HA
priority = 4
pausetime = 20,20
sparkno = s10182
guard.sparkno = s10070
sparkxy = -10,-55
hitsound = S20,4
guardsound = S20,4
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5,-2
air.velocity = -7,-5
fall.recover = 0
[State 1700, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = A, NA
damage = 120, 12
guardflag = HA
priority = 4
pausetime = 20,20
sparkno = s10188
guard.sparkno = s10070
sparkxy = -10,-55
hitsound = S20,4
guardsound = S20,4
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5,-2
air.velocity = -7,-5
fall.recover = 0
[State 1700, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = A, NA
damage = 95, 10
guardflag = HA
priority = 4
pausetime = 20,20
sparkno = s10184
guard.sparkno = s10071
sparkxy = -10,-55
hitsound = S20,4
guardsound = S20,4
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5,-2
air.velocity = -7,-5
fall.recover = 0
[State 1700, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = A, NA
damage = 105, 11
guardflag = HA
priority = 4
pausetime = 20,20
sparkno = s10185
guard.sparkno = s10071
sparkxy = -10,-55
hitsound = S20,4
guardsound = S20,4
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5,-2
air.velocity = -7,-5
fall.recover = 0
[State 1700, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = A, NA
damage = 90, 9
guardflag = HA
priority = 4
pausetime = 20,20
sparkno = s10186
guard.sparkno = s10071
sparkxy = -10,-55
hitsound = S20,4
guardsound = S20,4
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5,-2
air.velocity = -7,-5
fall.recover = 0
[State 1700, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = A, NA
damage = 110, 11
guardflag = HA
priority = 4
pausetime = 20,20
sparkno = s10187
guard.sparkno = s10071
sparkxy = -10,-55
hitsound = S20,4
guardsound = S20,4
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5,-2
air.velocity = -7,-5
fall.recover = 0
[State 1700, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = A, NA
damage = 80, 8
guardflag = HA
priority = 4
pausetime = 20,20
sparkno = s10186
guard.sparkno = s10071
sparkxy = -10,-55
hitsound = S20,4
guardsound = S20,4
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5,-2
air.velocity = -7,-5
fall.recover = 0
[State 1700, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = A, NA
damage = 120, 12
guardflag = HA
priority = 4
pausetime = 20,20
sparkno = s10189
guard.sparkno = s10071
sparkxy = -10,-55
hitsound = S20,4
guardsound = S20,4
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5,-2
air.velocity = -7,-5
fall.recover = 0
;残像拳(分岐)
[Statedef 24001]
type = S
ctrl = 0
[State 4000, レッツポージング1]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 0,8
[State 4000, レッツポージング2]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 1
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 1,8
[State 4000, レッツポージング3]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 2
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 2,8
[State 4000, レッツポージング4]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 3
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 3,8
[State 4000, レッツポージング5]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 4
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 4,8
[State 4000, レッツポージング6]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 5
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 5,8
[State 4000, レッツポージング7]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 6
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 6,8
[State 4000, レッツポージング8]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 7
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 7,8
[State 4000, 11・12P時における雌豹を引かないポージング]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo = 11
trigger2 = PalNo = 12
V = 10
Range = 0,7
[State 4000]
type = ChangeState
trigger1 = var(10) = 0
value = 24009
[State 4000]
type = ChangeState
trigger1 = var(10) = 1
value = 24011
[State 4000]
type = ChangeState
trigger1 = var(10) = 2
value = 24002
[State 4000]
type = ChangeState
trigger1 = var(10) = 3
value = 24003
[State 4000]
type = ChangeState
trigger1 = var(10) = 4
value = 24004
[State 4000]
type = ChangeState
trigger1 = var(10) = 5
value = 24005
[State 4000]
type = ChangeState
trigger1 = var(10) = 6
value = 24006
[State 4000]
type = ChangeState
trigger1 = var(10) = 8
value = 24007
[State 4000]
type = ChangeState
trigger1 = var(10) = 7
value = 24008
;残像拳(0)
[Statedef 24009]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 2
[State 4009, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4009, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
anim = 9999
pos = -5, -55
sound = S50, 4
poweradd = -1000
p2defmul = 1
[State 4009, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
anim = 9999
pos = -5, -55
sound = S50, 4
p2defmul = 1
[State 4009, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2
paladd = 40,60,100
timegap = 3
[State 4009, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4009, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 50
value = 15013
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15005
;残像拳(1)
[Statedef 24011]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4001
ctrl = 0
sprpriority = 2
[State 4001, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4001, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
p2defmul = 1
[State 4001, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
p2defmul = 1
[State 4001, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2
timegap = 2
framegap = 2
trans = add
[State 4001, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4001, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 50
value = 15013
[State 4001, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15005
;残像拳(2)
[Statedef 24002]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4002
ctrl = 0
sprpriority = 2
[State 4002, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4002, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4002, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4002, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 25,100,0
time = 2
timegap = 3
[State 4002, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4002, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 50
value = 15013
[State 4002, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15005
;残像拳(3)
[Statedef 24003]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4003
ctrl = 0
sprpriority = 2
[State 4003, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4003, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4003, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4003, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,255,0
time = 2
framegap = 10
[State 4003, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4003, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 50
value = 15013
[State 4003, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15005
;残像拳(4)
[Statedef 24004]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4004
ctrl = 0
sprpriority = 2
[State 4004, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4004, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4004, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4004, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,0,0
time = 2
paladd = 255,255,255
[State 4004, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4004, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 50
value = 15013
[State 4004, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15005
;残像拳(5)
[Statedef 24005]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4005
ctrl = 0
sprpriority = 2
[State 4005, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4005, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4005, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4005, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,0,0
paladd = 0,0,0
time = 2
framegap = 4
palcolor = 0
length = 60
[State 4005, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4005, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 50
value = 15013
[State 4005, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15005
;残像拳(6)
[Statedef 24006]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4006
ctrl = 0
sprpriority = 2
[State 4006, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4006, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4006, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4006, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,125,0
time = 2
trans = sub
[State 4006, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4006, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 50
value = 15013
[State 4006, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15005
;残像拳(7)
[Statedef 24007]
type = S
movetype= H
physics = S
juggle = 4
velset = 0,0
anim = 4007
ctrl = 0
sprpriority = 2
[State 4007, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4007, 呪われし目豹のポーズフレーム]
type = RemoveExplod
trigger1 = time = 0
var(4) = 5
ID = 4763
[State 4007, 呪われし目豹のポーズグラス]
type = RemoveExplod
trigger1 = time = 0
ID = 4764
[State 4007, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4007, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4007, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2
palcontrast = 255,0,0
[State 4007, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4007, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 50
value = 250
[State 4007, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15005
;残像拳(8)
[Statedef 24008]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4008
ctrl = 0
sprpriority = 2
[State 4009, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4008, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4008, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4008, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 255,255,255
time = 2
framegap = 4
[State 4008, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4008, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4009, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = FrontEdgeDist < 50
value = 15013
[State 4008, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15005
;残像拳(分岐)
[Statedef 34021]
type = S
ctrl = 0
[State 4000, レッツポージング1]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 0,8
[State 4000, レッツポージング2]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 1
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 1,8
[State 4000, レッツポージング3]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 2
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 2,8
[State 4000, レッツポージング4]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 3
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 3,8
[State 4000, レッツポージング5]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 4
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 4,8
[State 4000, レッツポージング6]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 5
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 5,8
[State 4000, レッツポージング7]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 6
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 6,8
[State 4000, レッツポージング8]
Type = VarRandom
Trigger1 = Time = 0
Trigger1 = var(8) = 7
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 10
Range = 7,8
[State 4000, 11・12P時における雌豹を引かないポージング]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo = 11
trigger2 = PalNo = 12
V = 10
Range = 0,7
[State 4000]
type = ChangeState
trigger1 = var(10) = 0
value = 34009
[State 4000]
type = ChangeState
trigger1 = var(10) = 1
value = 34011
[State 4000]
type = ChangeState
trigger1 = var(10) = 2
value = 34002
[State 4000]
type = ChangeState
trigger1 = var(10) = 3
value = 34003
[State 4000]
type = ChangeState
trigger1 = var(10) = 4
value = 34004
[State 4000]
type = ChangeState
trigger1 = var(10) = 5
value = 34005
[State 4000]
type = ChangeState
trigger1 = var(10) = 6
value = 34006
[State 4000]
type = ChangeState
trigger1 = var(10) = 8
value = 34007
[State 4000]
type = ChangeState
trigger1 = var(10) = 7
value = 34008
;残像拳(0)
[Statedef 34009]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 2
[State 4009, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4009, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
anim = 9999
pos = -5, -55
sound = S50, 4
poweradd = -1000
p2defmul = 1
[State 4009, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
anim = 9999
pos = -5, -55
sound = S50, 4
p2defmul = 1
[State 4009, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2
paladd = 40,60,100
timegap = 3
[State 4009, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4009, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4008, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 31403
;残像拳(1)
[Statedef 34011]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4001
ctrl = 0
sprpriority = 2
[State 4001, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4001, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
p2defmul = 1
[State 4001, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
p2defmul = 1
[State 4001, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2
timegap = 2
framegap = 2
trans = add
[State 4001, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4001, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4008, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 31403
;残像拳(2)
[Statedef 34002]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4002
ctrl = 0
sprpriority = 2
[State 4002, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4002, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4002, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4002, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 25,100,0
time = 2
timegap = 3
[State 4002, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4002, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4008, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 31403
;残像拳(3)
[Statedef 34003]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4003
ctrl = 0
sprpriority = 2
[State 4003, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4003, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4003, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4003, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,255,0
time = 2
framegap = 10
[State 4003, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4003, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4008, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 31403
;残像拳(4)
[Statedef 34004]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4004
ctrl = 0
sprpriority = 2
[State 4004, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4004, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4004, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4004, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,0,0
time = 2
paladd = 255,255,255
[State 4004, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4004, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4008, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 31403
;残像拳(5)
[Statedef 34005]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4005
ctrl = 0
sprpriority = 2
[State 4005, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4005, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4005, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4005, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,0,0
paladd = 0,0,0
time = 2
framegap = 4
palcolor = 0
length = 60
[State 4005, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4005, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4008, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 31403
;残像拳(6)
[Statedef 34006]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4006
ctrl = 0
sprpriority = 2
[State 4006, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4006, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4006, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4006, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 0,125,0
time = 2
trans = sub
[State 4006, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4006, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4008, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 31403
;残像拳(7)
[Statedef 34007]
type = S
movetype= H
physics = S
juggle = 4
velset = 0,0
anim = 4007
ctrl = 0
sprpriority = 2
[State 4007, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4007, 呪われし目豹のポーズフレーム]
type = RemoveExplod
trigger1 = time = 0
var(4) = 5
ID = 4763
[State 4007, 呪われし目豹のポーズグラス]
type = RemoveExplod
trigger1 = time = 0
ID = 4764
[State 4007, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4007, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4007, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2
palcontrast = 255,0,0
[State 4007, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4007, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4008, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 31403
;残像拳(8)
[Statedef 34008]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 4008
ctrl = 0
sprpriority = 2
[State 4009, 音を鳴らす(より艶やかに)]
type = PlaySnd
trigger1 = time = 0
value = 600, 5
;channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4008, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 0
pos = -5, -55
anim = 9999
sound = S50, 4
poweradd = -1000
[State 4008, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
trigger1 = NumHelper(4760) = 1
pos = -5, -55
anim = 9999
sound = S50, 4
[State 4008, 残像]
type = AfterImage
trigger1 = AnimElem = 1
palbright = 255,255,255
time = 2
framegap = 4
[State 4008, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 500
[State 4008, 補正切り]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 4008, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 31403
;チョップ
[Statedef 10271]
type = S
movetype= A
physics = S
juggle = 2
velset = 0,0
ctrl = 0
anim = 270+var(9)
poweradd = 15
sprpriority = 2
facep2 = 1
[State 3700, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 5
[State 270, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 270, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 270, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 270, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0, 0
[State 270, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = AnimElem = 7
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 5
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 270, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 270, ピシィ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 270, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
damage = 24, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10010
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -1
airguard.velocity = -1.7,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 270, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
damage = 26, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10011
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -1
airguard.velocity = -1.7,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 270, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
damage = 22, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -1
airguard.velocity = -1.7,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 270, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
damage = 28, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10013
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -1
airguard.velocity = -1.7,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 270, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -1
airguard.velocity = -1.7,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 270, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
damage = 30, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10043
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -1
airguard.velocity = -1.7,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 270, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
damage = 24, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10014
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -1
airguard.velocity = -1.7,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 270, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
damage = 26, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10015
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -1
airguard.velocity = -1.7,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 270, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
damage = 22, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -1
airguard.velocity = -1.,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 270, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
damage = 28, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10017
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -1
airguard.velocity = -1.,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 270, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -1
airguard.velocity = -1.7,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 270, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
damage = 30, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10047
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -1
airguard.velocity = -1.7,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 270, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 270, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 10401
;地獄突き
[Statedef 10281]
type = S
movetype= A
physics = S
juggle = 2
velset = 0,0
ctrl = 0
anim = 280+var(9)
poweradd = 15
sprpriority = 2
facep2 = 1
[State 3700, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 5
[State 280, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 280, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 280, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 280, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 0
[State 280, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = AnimElem = 2
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 5
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 280, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 280, ピシィ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 280, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
damage = 38, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10010
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 280, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
damage = 42, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10011
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 280, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
damage = 36, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 280, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
damage = 44, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10013
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 280, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
damage = 32, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 280, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
damage = 48, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10043
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 280, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
damage = 38, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10014
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 280, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
damage = 42, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10015
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 280, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
damage = 36, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 280, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
damage = 44, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10017
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 280, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
damage = 32, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 280, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
damage = 48, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10047
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 280, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 280, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X = [-10,30]
value = 800
[State 280, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 10401
;しゃがみ弱パンチ
[Statedef 34001]
type = C
movetype= A
physics = C
juggle = 3
poweradd= 10
ctrl = 0
anim = 400+var(9)
sprpriority = 2
facep2 = 1
[State 400, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 400, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 400, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0
[State 400, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 5
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 400, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 400, ピシィ!分岐]
Type = VarRandom
trigger1 = PalNo != 11
trigger1 = PalNo != 12
Trigger1 = Time = 0
V = 4
Range = 0,5
[State 400, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = C, NA
damage = 17
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10010
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = C, NA
damage = 19
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10011
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = C, NA
damage = 16
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = C, NA
damage = 20
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10013
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = C, NA
damage = 14
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = C, NA
damage = 22
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10043
guard.sparkno = s10070
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = C, NA
damage = 17
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10014
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = C, NA
damage = 19
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10015
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = C, NA
damage = 16
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = C, NA
damage = 20
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10017
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = C, NA
damage = 14
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = C, NA
damage = 22
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s10047
guard.sparkno = s10071
sparkxy = -10,-42
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 10
ground.velocity = -4
air.velocity = -1.5,-3
[State 400, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15002
;しゃがみ弱キック
[Statedef 34301]
type = C
movetype= A
physics = C
juggle = 3
poweradd= 12
ctrl = 0
anim = 430+var(9)
sprpriority = 2
[State 430, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 430, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 430, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0
[State 430, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 430, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 5
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 430, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 430, ピシィ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 430, ヒット定義1P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = C, NA
damage = 26
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10010
guard.sparkno = s10070
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 430, ヒット定義1P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = C, NA
damage = 28
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10011
guard.sparkno = s10070
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 430, ヒット定義1P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = C, NA
damage = 24
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 430, ヒット定義1P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = C, NA
damage = 30
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10013
guard.sparkno = s10070
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 430, ヒット定義1P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = C, NA
damage = 21
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 430, ヒット定義1P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = C, NA
damage = 33
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10043
guard.sparkno = s10070
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 430, ヒット定義2P-1]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = C, NA
damage = 26
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10014
guard.sparkno = s10071
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 430, ヒット定義2P-2]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = C, NA
damage = 28
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10015
guard.sparkno = s10071
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 430, ヒット定義2P-3]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = C, NA
damage = 24
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 430, ヒット定義2P-4]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = C, NA
damage = 30
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10017
guard.sparkno = s10071
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 430, ヒット定義2P-5]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = C, NA
damage = 21
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 430, ヒット定義2P-6]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = C, NA
damage = 33
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s10047
guard.sparkno = s10071
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 430, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15002
;アッパー
[Statedef 31021]
type = S
movetype= A
physics = N
juggle = 6
poweradd= 20
velset = 0,0
anim = 1020+var(9)
ctrl = 0
sprpriority = 2
[State 1020, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1020, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1020, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1020, 速度乗算]
type = VelMul
trigger1 = 1
x = .85 * ifelse(AnimElemTime(6) < 0, 1, .8)
[State 1020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 1020, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 5
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1020, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 0,3
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 10
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
x = 5
[State 1020, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = 3
[State 1020, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = 7
[State 1020, ヒット定義1P]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Facing = 1
attr = S, SA
animtype = diagup
damage = 50
getpower = 0
priority = 4
guardflag = MA
pausetime = 8,7
sparkxy = -10,-60
guard.sparkno = s10070
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-3
airguard.velocity = -1, -3
fall.recover = 0
fall = 1
[State 1020, ヒット定義2P]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Facing = -1
attr = S, SA
animtype = diagup
damage = 50
getpower = 0
priority = 4
guardflag = MA
pausetime = 8,7
sparkxy = -10,-60
guard.sparkno = s10071
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-3
airguard.velocity = -1, -3
fall.recover = 0
fall = 1
[State 1020, バキッ!1Pの1]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 0
anim = 10034
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの2]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 1
anim = 10035
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの3]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 2
anim = 10036
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!1Pの4]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = 1
trigger1 = var(4) = 3
anim = 10037
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの1]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 0
anim = 10030
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの2]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 1
anim = 10031
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの3]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 2
anim = 10032
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, バキッ!2Pの4]
type = Explod
trigger1 = MoveHit
trigger1 = Facing = -1
trigger1 = var(4) = 3
anim = 10033
postype = p2
ownpal = 1
pos = 30,-76
ontop = 1
[State 1020, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15002
;ストレート
[Statedef 31001]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 35
velset = 0,0
anim = 1000+var(9)
ctrl = 0
sprpriority = 2
[State 1000, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1000, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1000, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
[State 1000, 音を鳴らす(攻撃3)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 5
value = 400+var(16), 2
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1000, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1000, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 20
[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
x = 10
[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 5
[State 1000, 移動速度]
type = VelSet
trigger1 = AnimElem = 5
x = 4
[State 1000, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10030
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10031
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10032
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10033
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10032
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10063
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10034
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10035
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10036
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10037
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10036
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77
priority = 5
guardflag = MA
pausetime = 15,15
sparkno = s10067
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
fall.recover = 0
fall = 0
[State 1000, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15002
;鈍器弱
[Statedef 31401]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 25
velset = 0,0
anim = 1400+var(9)
ctrl = 0
sprpriority = 2
[State 1400, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1400, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1400, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 3
[State 1400, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = AnimElem = 5
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 5
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1400, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1400, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1400, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0)
player = 30,0
edge = 48,0
[State 1400, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10080
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10081
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10083
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10088
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10084
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10085
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58, 5
priority = 5
guardflag = MA
hitflag = MAFDP
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70, 7
priority = 5
guardflag = MA
hitflag = MAFDP
pausetime = 15,15
sparkno = s10087
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10089
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X = [-10,30]
value = 250
[State 1400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X = [0,100]
value = 31402
[State 1400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15002
;鈍器弱
[Statedef 31402]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 25
velset = 0,0
anim = 1400+var(9)
ctrl = 0
sprpriority = 2
[State 1400, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1400, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1400, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 3
[State 1400, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = AnimElem = 5
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 5
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1400, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1400, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1400, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0)
player = 30,0
edge = 48,0
[State 1400, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10080
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10081
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10083
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10088
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10084
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10085
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58, 5
priority = 5
guardflag = MA
hitflag = MAFDP
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70, 7
priority = 5
guardflag = MA
hitflag = MAFDP
pausetime = 15,15
sparkno = s10087
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10089
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 1400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X = [-10,30]
value = 250
[State 1400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X = [0,50]
value = 1450
[State 1400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15002
;鈍器弱
[Statedef 31403]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 25
velset = 0,0
anim = 1400+var(9)
ctrl = 0
sprpriority = 2
[State 1400, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1400, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1400, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 3
[State 1400, 音を鳴らす(攻撃5)]
type = PlaySnd
triggerall = AnimElem = 5
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 5
value = 400+var(16), 4
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1400, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1400, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1400, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(15) < 0)
player = 30,0
edge = 48,0
[State 1400, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10080
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10081
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10083
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10082
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10088
guard.sparkno = s10070
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
animtype = Hard
damage = 61, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10084
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
animtype = Hard
damage = 67, 6
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10085
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
animtype = Hard
damage = 58, 5
priority = 5
guardflag = MA
hitflag = MAFDP
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
animtype = Hard
damage = 70, 7
priority = 5
guardflag = MA
hitflag = MAFDP
pausetime = 15,15
sparkno = s10087
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
animtype = Hard
damage = 53, 5
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10086
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
animtype = Hard
damage = 77, 7
priority = 5
hitflag = MAFDP
guardflag = MA
pausetime = 15,15
sparkno = s10089
guard.sparkno = s10071
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,-3.5
air.velocity = -6,-3
airguard.velocity = -1, -1
fall = 1
[State 1400, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 3700, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;投石
[Statedef 31301]
type = S
movetype= A
physics = S
poweradd= 50
velset = 0,0
anim = 1300+var(9)
ctrl = 0
sprpriority = 2
[State 1300, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 1300, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = Facing = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1300, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 1300, 変数]
type = VarSet
trigger1 = Time = 0
v = 5
value = (command = "y")
[State 1300, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0)
player = 30,0
edge = 48,0
[State 1300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 0
[State 1300, 音を鳴らす(攻撃1)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 5
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 1300, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 1300, ドカッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 1300, 石1P-1]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, SP
damage = 61, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10080
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-2]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, SP
damage = 69, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10081
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-3]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, SP
damage = 58, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10082
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-4]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, SP
damage = 72, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10083
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-5]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, SP
damage = 54, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10082
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石1P-6]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, SP
damage = 78, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10088
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-1]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, SP
damage = 61, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10084
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-2]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, SP
damage = 69, 6
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10085
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-3]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, SP
damage = 58, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10086
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-4]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, SP
damage = 72, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10087
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-5]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, SP
damage = 54, 5
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10086
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, 石2P-6]
type = Projectile
trigger1 = AnimElem = 7
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, SP
damage = 78, 7
getpower = 30,10
animtype = Hard
pausetime = 0,12
offset = 75,-77
velocity = ceil(4+var(5)*2),-3
accel = 0,0.4
projID = 1302
projanim = 1305
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10089
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhitanim = 1355
projremanim = 1356
[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2stateno = [150,190]
value = 15002
[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X < 100
value = 15002
[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2movetype = H
value = 31301
[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15013
;グラップル:掴み
[Statedef 10801]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800+var(9)
sprpriority = 2
[State 800, ヒット定義(投げ用)]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1
[State -1, グランドスラム【鈍器】];ゲージレベル2
type = ChangeState
Trigger1 = power >= 2000
Trigger1 = AnimTime = 0
trigger1 = p2bodydist X = [-10,50]
value = 3700
[State 800, エア鈍器強]
type = ChangeState
Trigger1 = AnimTime = 0
trigger1 = p2bodydist X = [-10,50]
value = 1750
[State 800, ジャンプ]
type = ChangeState
Trigger1 = AnimTime = 0
value = 15002
;対空投石強
[Statedef 10561]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 550+var(9)
sprpriority = 1
[State 560, バキッ!分岐]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 0,5
[State 560, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 0
[State 560, 音を鳴らす(攻撃1)]
type = PlaySnd
trigger1 = time = 0
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 560, 飛んでけ石ころ]
type = Helper
triggerall = AnimElem = 11
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
id = 575
name = "対空石"
pos = 30,-97
postype = p1
stateno = 575
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
[State 560, 飛んでけ鉄アレイ]
type = Helper
trigger1 = AnimElem = 11
trigger1 = var(4) = 5
id = 575
name = "対空石"
pos = 30,-97
postype = p1
stateno = 576
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
[State -1, ヒーローショウ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = power >= 2000
trigger1 = p2bodydist X = [-10,50]
trigger1 = p2statetype != A && p2statetype != L; 相手が地上で、ダウンしていない
trigger1 = p2movetype = A
value = 6000
[State -1, 鈍器強]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X = [0,100]
trigger1 = p2movetype = A
value = 1450
[State 560, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X = [0,200]
trigger1 = p2statetype != A
value = 15011
[State 560, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X = [200,500]
value = 1300
[State 560, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15002
;対空投石EX
[Statedef 10562]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 4100+var(9)
sprpriority = 1
[State 560, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 0
[State 560, 音を鳴らす(攻撃1)]
type = PlaySnd
trigger1 = time = 0
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 560, 飛んでけ石ころ]
type = Helper
trigger1 = AnimElem = 11
id = 10563
name = "対空石"
pos = 30,-97
postype = p1
stateno = 10563
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
[State 560, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15014
;対空石強
[Statedef 10563]
type = A
movetype = A
physics = U
ctrl = 0
anim = 1306
sprpriority = 2
[State 575, 打ち上げよ!]
type = VelSet
trigger1 = time = 0
x = -1
y = -10
[State 570, 万有引力]
type = Veladd
trigger1 = 1
x = 0.4
y = 0.4
[State 575, コン]
type = PlaySnd
trigger1 = Pos Y > 0
value = 60, 22
persistent=0
[State 575, 降り注げ石ころ1P]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
attr = S,HP
affectteam = B
damage = 60, 6
getpower = 30,10
animtype = Hard
pausetime = 0,4
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10080
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,0
air.velocity = -1,3
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 575, 降り注げ石ころ2P]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
attr = S,HP
affectteam = B
damage = 60, 6
getpower = 30,10
animtype = Hard
pausetime = 0,4
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10084
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -10,0
air.velocity = -10,3
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 575, ステート変更・退場へ]
type = DestroySelf
trigger1 = Pos Y > 0
trigger2 = MoveContact = 1
;対空石強
[Statedef 10564]
type = A
movetype = A
physics = U
ctrl = 0
anim = 1307
sprpriority = 2
[State 575, 打ち上げよ!]
type = VelSet
trigger1 = time = 0
x = 3
y = -10
[State 570, 万有引力]
type = Veladd
trigger1 = 1
x = 0.4
y = 0.4
[State 575, コン]
type = PlaySnd
trigger1 = Pos Y > 0
value = 60, 22
persistent=0
[State 575, 降り注げ石ころ1P]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
attr = S,HP
affectteam = B
damage = 60, 6
getpower = 30,10
animtype = Hard
pausetime = 0,4
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10080
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -4,3
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 575, 降り注げ石ころ2P]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
attr = S,HP
affectteam = B
damage = 60, 6
getpower = 30,10
animtype = Hard
pausetime = 0,4
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10084
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -4,3
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 575, ステート変更・退場へ]
type = DestroySelf
trigger1 = Pos Y > 0
trigger2 = MoveContact = 1
;対空投石強
[Statedef 10565]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 550+var(9)
sprpriority = 1
[State 560, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 0
[State 560, 音を鳴らす(攻撃1)]
type = PlaySnd
trigger1 = time = 0
value = 400+var(16), 0
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 560, 飛んでけ石ころ]
type = Helper
trigger1 = AnimElem = 11
id = 575
name = "対空石"
pos = 50,-97
postype = p1
stateno = 10566
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
[State -1, ジャンプ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X = [0,200]
trigger1 = p2movetype = A
value = 15004
[State 560, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2statetype != A
value = 15011
[State 560, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2bodydist X > 100
value = 1300
[State 560, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 15002
;対空石強
[Statedef 10566]
type = A
movetype = A
physics = U
ctrl = 0
anim = 1307
sprpriority = 2
[State 575, 打ち上げよ!]
type = VelSet
trigger1 = time = 0
x = 5
y = -12
[State 570, 万有引力]
type = Veladd
trigger1 = 1
x = 0.4
y = 0.4
[State 575, コン]
type = PlaySnd
trigger1 = Pos Y > 0
value = 60, 22
persistent=0
[State 575, 降り注げ石ころ1P]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = 1
attr = S,HP
affectteam = B
damage = 60, 6
getpower = 30,10
animtype = Hard
pausetime = 0,4
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10080
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -4,3
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 575, 降り注げ石ころ2P]
type = HitDef
trigger1 = Time = 0
trigger1 = Facing = -1
attr = S,HP
affectteam = B
damage = 60, 6
getpower = 30,10
animtype = Hard
pausetime = 0,4
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10084
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -4,3
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 575, ステート変更・退場へ]
type = DestroySelf
trigger1 = Pos Y > 0
trigger2 = MoveContact = 1
;押し倒し
[Statedef 10901]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 870+var(9)
poweradd = 15
sprpriority = 2
facep2 = 1
[State 900, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 900, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 900, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 900, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 0
[State 900, 音を鳴らす(攻撃2)]
type = PlaySnd
triggerall = AnimElem = 4
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 5
value = 400+var(16), 1
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 900, ガードできるはずがない!]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[State 900, 11・12Pカラー時における強制最大ダメージ]
type = Varset
trigger1 = PalNo = 11
trigger2 = PalNo = 12
var(4) = 5
[State 900, ピシィ!分岐]
Type = VarRandom
Trigger1 = Time = 0
trigger1 = PalNo != 11
trigger1 = PalNo != 12
V = 4
Range = 0,5
[State 2000, 軸位置移動]
type = PosAdd
trigger1 = AnimElemNo(0) = [4,5]
trigger1 = AnimElemTime(AnimElemNo(0)) = 0
x = 5
[State 900, ヒット定義1P-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 0
attr = S, NA
damage = 9, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10010
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -2.5,-.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
fall = 1
fall.recover = 0
guard.dist = 0
[State 900, ヒット定義1P-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 1
attr = S, NA
damage = 11, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10011
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -2.5,-.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
fall = 1
fall.recover = 0
guard.dist = 0
[State 900, ヒット定義1P-3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 2
attr = S, NA
damage = 8, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -2.5,-.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
fall = 1
fall.recover = 0
guard.dist = 0
[State 900, ヒット定義1P-4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 3
attr = S, NA
damage = 12, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10013
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -2.5,-.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
fall = 1
fall.recover = 0
guard.dist = 0
[State 900, ヒット定義1P-5]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 4
attr = S, NA
damage = 6, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10012
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -2.5,-.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
fall = 1
fall.recover = 0
guard.dist = 0
[State 900, ヒット定義1P-6]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = 1
trigger1 = var(4) = 5
attr = S, NA
damage = 14, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10043
guard.sparkno = s10070
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -2.5,-.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
fall = 1
fall.recover = 0
guard.dist = 0
[State 900, ヒット定義2P-1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 0
attr = S, NA
damage = 9, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10014
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -2.5,-.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
fall = 1
fall.recover = 0
guard.dist = 0
[State 900, ヒット定義2P-2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 1
attr = S, NA
damage = 11, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10015
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -2.5,-.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
fall = 1
fall.recover = 0
guard.dist = 0
[State 900, ヒット定義2P-3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 2
attr = S, NA
damage = 8, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -2.5,-.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
fall = 1
fall.recover = 0
guard.dist = 0
[State 900, ヒット定義2P-4]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 3
attr = S, NA
damage = 12, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10017
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -2.5,-.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
fall = 1
fall.recover = 0
guard.dist = 0
[State 900, ヒット定義2P-5]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 4
attr = S, NA
damage = 6, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10016
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -2.5,-.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
fall = 1
fall.recover = 0
guard.dist = 0
[State 900, ヒット定義2P-6]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Facing = -1
trigger1 = var(4) = 5
attr = S, NA
damage = 14, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s10047
guard.sparkno = s10071
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -2
airguard.velocity = -2.5,-.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
fall = 1
fall.recover = 0
guard.dist = 0
[State 900, コンボ補正]
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1
[State 900, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 800
:スローイングラサン
[Statedef 14201]
type = A
movetype= A
physics = U
juggle = 4
anim = 4700
ctrl = 0
sprpriority = 2
[State 4200, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 4200, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 4200, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 4200, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = 9999
sound = S50, 4
p2defmul = 1
poweradd = -1000
[State 4200, 音を鳴らす(観念するがいい)]
type = PlaySnd
trigger1 = AnimElem = 1
value = 400, 17
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 4200, 雌豹の呪い解除]
type = Varset
trigger1 = 1
v = 8
value = 0
[State 660, 不本意ながら揚力]
type = Velset
trigger1 = time = 0
y = -3
[State 4200, 襲い掛かるサングラス1P]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = 1
attr = S, SP
damage = 100
getpower = 20,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = 4,-3
accel = 0,0.4
projID = 4750
projanim = 4750
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10088
guard.sparkno = s10070
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 4200, 襲い掛かるサングラス2P]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Facing = -1
attr = S, SP
damage = 100
getpower = 00,10
animtype = Hard
pausetime = 0,12
offset = 20,-50
velocity = 4,-3
accel = 0,0.4
projID = 4750
projanim = 4750
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = s10089
guard.sparkno = s10071
sparkxy = 0,0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[Statedef 4760, サングラスです]
type = S
anim = 4762
[State 4760, 地面に横たわるサングラス]
type = BindToTarget
trigger1 = 1
time = -1
pos = 0, 0,Head
[State 4760, さようならサングラス]
type = DestroySelf
trigger1 = parent,movetype = H
trigger2 = parent,stateno = 4007
trigger3 = parent,stateno = 4017
trigger4 = parent,stateno = 1451
trigger5 = parent,stateno = 1452
trigger6 = parent,stateno = 1453
trigger7 = parent,stateno = 1454
trigger8 = parent,stateno = 1455
trigger9 = parent,stateno = 1456
trigger10 = parent,stateno = 1457
trigger11 = parent,stateno = 1458
trigger12 = parent,stateno = 1459
trigger13 = parent,stateno = 1460
trigger14 = parent,stateno = 1461
trigger15 = parent,stateno = 1462
trigger16 = parent,stateno = 1463
trigger17 = parent,stateno = 1464
trigger17 = parent,stateno = 1465
;練習
[Statedef 11116]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 0
sprpriority = 4
[State 990, ステート変更]
type = ChangeState
trigger1 = Time = 120
value = 6000
;練習
[Statedef 11112]
type = A
movetype= I
physics = A
juggle = 1
poweradd= 10
ctrl = 0
velset = 2,-4
anim = 42
sprpriority = 2
[State 2030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
[State 2030, 音を鳴らす(攻撃3)]
type = PlaySnd
triggerall = time = 0
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trigger3 = var(4) = 2
trigger4 = var(4) = 3
trigger5 = var(4) = 4
value = 400, 2
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 2030, 月面揚力法]
type = VelAdd
trigger1 = time = 0
y = -5
;振り返り
[Statedef 11113]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 0
sprpriority = 4
[State 1940, 軸位置移動]
type = Turn
trigger1 = time = 1
[State -1, 明日への逃走]
type = ChangeState
trigger1 = Time = 10
value = 2010
;尺調節
[Statedef 11114]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 0
sprpriority = 4
[State 990, ステート変更]
type = ChangeState
trigger1 = Time = 10
value = 2000
;トドメ
[Statedef 11115]
type = S
movetype= A
physics = S
juggle = 1
poweradd= 0
velset = 0,0
anim = 3700+var(9)
ctrl = 0
sprpriority = 2
[State 3700, 音を鳴らす,カウンター]
type = PlaySnd
trigger1 = MoveHit
trigger1 = var(21) = 1
value = 700, 5
persistent=0
ignorehitpause=1
[State 3700, カウンターメッセージ1P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 1
anim = 10405
ID = 10405
pos = 0,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 3700, カウンターメッセージ2P]
type = Explod
trigger1 = MoveHit
trigger1 = var(21) = 1
trigger1 = TeamSide = 2
anim = 10405
ID = 10405
pos = 200,75
postype = left
facing = 1
bindtime = -1
scale = 0.2,0.2
ownpal = 1
persistent=0
ignorehitpause=1
[State 3700, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 13
value = 0, 4
[State 3700, 音を鳴らす(かっ飛べオラァ!)]
type = PlaySnd
trigger1 = AnimElem = 3
value = 400, 26
channel = 13
freqmul = 1+FVar(39)
volume = 255
[State 3700, ちょっとだけ無敵になりたい]
type = NotHitBy
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
value = SCA,NA
time = 3
[State 3700, 軸位置移動1]
type = PosAdd
trigger1 = AnimElem = 7
x = 7
[State 3700, 軸位置移動2]
type = PosAdd
trigger1 = AnimElem = 8
x = 5
[State 3700, 軸位置移動3]
type = PosAdd
trigger1 = AnimElem = 9
x = 3
[State 3700, 軸位置移動4]
type = PosAdd
trigger1 = AnimElem = 10
x = 2
[State 3700, 軸位置移動5]
type = PosAdd
trigger1 = AnimElem = 11
x = 1
[State 3700, ヒット定義1P]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = Facing = 1
attr = S, NA
animtype = diagup
damage = 400, 40
priority = 5
hitflag = MAFD
guardflag = MA
sparkno = s10075
guard.sparkno = s10070
sparkxy = -10,-60
pausetime = 35,35
hitsound = S20,6
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -20,-6
air.velocity = -20,-4
fall.recover = 0
fall = 1
envshake.time = 40
envshake.freq = 15
envshake.ampl = 15
envshake.phase = 15
[State 3700, ヒット定義2P]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = Facing = -1
attr = S, NA
animtype = diagup
damage = 400, 40
priority = 5
hitflag = MAFD
guardflag = MA
sparkno = s10076
guard.sparkno = s10071
sparkxy = -10,-60
pausetime = 35,35
hitsound = S20,6
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -20,-6
air.velocity = -20,-4
fall.recover = 0
fall = 1
envshake.time = 40
envshake.freq = 15
envshake.ampl = 15
envshake.phase = 15
[State 3700, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1